Cardia on 3/12/2014 at 12:07
Quote Posted by Xorak
Sadly, not with the gifs. You could consider converting them to other formats. I find the best option is the .dds format. If you use a ton of pngs and tgas, they'll bloat you're zip file very quickly. Though I think you can use pcx files as well and do away with the palettes, though they might have to be saved in a non-indexed state.
what´s the meaning of non-indexed state?
Soul Tear on 3/12/2014 at 15:39
I have used only 3200 brushes in my FM, but more than this number I could not add, because was reached the limit of unique render aspects (8000 for 1.21).
NewDark not balanced, at least 1.19-1.21. However I have not tested 1.22.
The question is not how many brushes we can create. But how many of unique render aspects and raw cells we can see in 1.22.
If you use only cube brushes - you can build much more.
fibanocci on 3/12/2014 at 15:47
Read the modders notes in NewDark 1.22
Quote:
MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
Xorak on 3/12/2014 at 23:30
Quote Posted by cardia1
what´s the meaning of non-indexed state?
I guess I should have said make sure it's an RGB file and not indexed.
Ricebug on 4/12/2014 at 21:13
'Indexed' refers to those old-school 256-color textures.
But as stated previously, use DDS or PNG, and you can cram them all into a few directories without worrying about color, palettes, etc. I like to put all wood textures into their own folder, stone & brick into one, and so forth. Or, you can have a folder called "BANK," and have everything related to the bank building inside it.
That said, it's my humble opinion that you're using too many textures. The player won't even notice, or, the variety may irritate them. Unless you're doing a lot of paintings, like you've done in past missions. That's OK. But for routine textures, keep things simple.
Yandros on 4/12/2014 at 21:56
I agree with that, plus I'll add that paintings should typically be object and not terrain textures anyway.
Cardia on 8/12/2014 at 14:31
Quote Posted by DrK
Beware the cells limit, which is 32760.
I reached it way before the other limits, and I really doubt you'll reach the brush limit before that one.
How do i know the cells limits?
i have reached the 3145 brush so far, and still have much to build
qolelis on 8/12/2014 at 15:26
Quote Posted by cardia1
How do i know the cells limits?
Open up your monolog and search for the phrase "File has" and the number you see there is the number of cells in your (recently optimized) mission. It looks something like this:
Code:
...
Computing optimized BSP... this may take a while.
--------------- csgmerge ---------------
Epsilon is 1.e-004
File has 32684 cells.Allocations: 32685
Min: -404. -444. -548.
Max: 323. 452. 638.
...
Cardia on 10/12/2014 at 20:25
Quote Posted by qolelis
Open up your monolog and search for the phrase "File has" and the number you see there is the number of cells in your (recently optimized) mission. It looks something like this:
Code:
...
Computing optimized BSP... this may take a while.
--------------- csgmerge ---------------
Epsilon is 1.e-004
File has 32684 cells.Allocations: 32685
Min: -404. -444. -548.
Max: 323. 452. 638.
...
thanks, but how do i writte that in the Dromed command box?
Random_Taffer on 10/12/2014 at 20:39
Just scroll up until you find it?