ZylonBane on 4/5/2014 at 02:37
Odd, I tried saving that texture locally and opening it in PSP, and it didn't seem to have an alpha channel.
Yandros on 4/5/2014 at 03:26
That one doesn't have the expected alpha channel for me either, and is also 256 color. Just a mistake I'm sure.
ZylonBane on 4/5/2014 at 03:36
Every one on this page, at least, is 256-color.
Le MAlin 76 on 4/5/2014 at 09:37
Quote Posted by Nameless Voice
It looks wrong because the image has an alpha channel, which is used to mark which parts of the texture are reflective, but here in a browser it's being used as an alpha channel and letting the white background bleed through.
Here's the same image on a black background:
The 256 colours is a good question.
The best is an alpha mask, with "force_opaque": the texture is totaly opaque, but the reflect map respect the alpha mask.
See here: (Renzatic did the first experimentation)
(
http://www.ttlg.com/forums/showthread.php?t=140709)
Necrobob on 4/5/2014 at 14:15
I palettize all monochromatic or rough and near-monochromatic textures to save on filesize. The fact that no one's even noticed propably means that it works quite well. :sly:
The dark civic window here is an exception though, since those are usually smooth enough that banding or dithering get introduced noticeably. However in this case I tried it for a laugh and noticed no difference. I've use a program that tricks pngs to output in 256-color with full alpha, for those wondering about that.
I
can knock it off if people consider the excess color information on, say, a plain concrete texture to be worth 3x the filesize. :p
Here's the lit one.
(
http://s64.photobucket.com/user/DasMustardman/media/Awin10L_zps36656007.png.html)
Inline Image:
http://i64.photobucket.com/albums/h161/DasMustardman/Awin10L_zps36656007.pngterrain_scale 256
(Don't worry, this one needs to be 24-bit :cheeky: )
LarryG on 4/5/2014 at 19:56
Somehow I thought everyone was using dds files with dxt1, dxt3, or dxt5 compression as the most space/memory efficient high quality formats.
Nameless Voice on 4/5/2014 at 22:00
Hey, I just scrape what's on this page, no one sends me any other versions.
The idea was that I'd convert everything to DDS if necessary before doing an "official" release - assuming I ever make one.
ZylonBane on 5/5/2014 at 16:50
Quote Posted by Necrobob
I've use a program that tricks pngs to output in 256-color with full alpha, for those wondering about that.
WTF, is that even legal under the PNG spec?
The Watcher on 5/5/2014 at 19:24
No, no it isn't. Section 4 specifies that indexed images can have an alpha table for the palette, but those are per palette entry, not per pixel.
Doing alpha in an indexed png to the spec means that if you have three colours with the same RGB, but they need different alpha, then you need three entries in the palette table for it.
And, really, posting images to a thread like this with anything less than lossless true-colour means that nobody can take those images and modify them sanely.