

These are 16-bit (R5G6B5) textures loaded from a new MAP file type (type 2) created by a custom MakeMAP utility. I was originally going to create 24-bit (R8G8B8) and 32-bit (A8R8G8B8) types but this looked good enough that it seemed unnecessary.
My question is two-fold for that:Dx. wrote:I've had the 16bit maps in BzE for many years Ken but we really need to bypass the old palettes.
All new games use 24bit and 32bit large textures today, Bz can handle it well enough, look here:
http://www.battlezoneclub.org/forum/vie ... =78&t=3326
Thanks a lot, Captain Buzzkill.Dx. wrote:I've had the 16bit maps in BzE for many years Ken but we really need to bypass the old palettes.
Most games these days use multiple (diffuse, normal, specular) large (1024x1024 or more) compressed (DXTC/S3TC) textures. The 4x4 compressed blocks use 16-bit R5G6B5 color entries but in most cases it's difficult if not impossible to tell in-game with lighting and everything. It might be noticeable on extremely smooth color gradients but dithering or error diffusion can compensate for that. I didn't bother doing that with the simple MakeMAP tool but it wouldn't be that hard to add.Dx. wrote:All new games use 24bit and 32bit large textures today, Bz can handle it well enough, look here:http://www.battlezoneclub.org/forum/vie ... =78&t=3326
1. The BZ1 renderer has high CPU overhead per polygon so I would expect a significant frame rate drop with a lot going on.Firestorm29 wrote:1. How well would BZ handle numerous high-poly units?
2. How well would the common PC playing BZ handle the high-poly units?
I can still remember the time I attempted to max out the units in BZ2 and got some nice bit of slowdown (though later I realized part of the issue was thanks to playing on a Dark Planet map.).
I've been telling ya for 12 years now, this isn't news Ken come on.Ultraken wrote:Thanks a lot, Captain Buzzkill.![]()
"WHY CAN'T YOU JUST BE HAPPY FOR ME?"Dx. wrote:I've been telling ya for 12 years now, this isn't news Ken come on.
It wouldn't be so much a high-res texture pack as a high-quality texture pack, but yes.Sno wrote:So this opens the possibility of a hi-res texture pack?
The high-quality textures use the exact same internal format (R5G6B5) as the existing opaque textures in 1.5 and take up only 4MB more memory so the system requirements shouldn't change appreciably. (The irony is that this could have been done way back in 1998, though it would have been a fairly high-end feature then.)For minimum system requirements with 1.5.x, we can use my DELL 9300 laptop as a minimum requirement pc, or I could whip out my sisters Compaq PC that had Windows Me on it
The dither16 from the old acti. tool and 24bit png is quite different.Ultraken wrote:In any case, the difference between 8-bit palettized and 16-bit R5G6B5 is night and day. The difference between and 32-bit X8R8G8B8/A8R8G8B8 would be relatively subtle and most likely not worth the doubled texture size. I'd rather have higher-resolution compressed textures.
I've had 2048 x 2048 compressed png 24bit long ago, started a BF2142 map and never got around to redoing the mech animations over.Ranger wrote:there's no way yet to add some 1024x or 2048x textures or separate like
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even with ken working hard, it sucks that no one didn't managed yet to unlock and decode BZ source code
but there's no way Dx to change at least bz texture codes from BMP to DDS?Dx. wrote:I've had 2048 x 2048 compressed png 24bit long ago, started a BF2142 map and never got around to redoing the mech animations over.Ranger wrote:there's no way yet to add some 1024x or 2048x textures or separate like
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even with ken working hard, it sucks that no one didn't managed yet to unlock and decode BZ source code
We've had the Bz code since 2007.