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Quake 4 low res textures
Quake 4 low res textures











quake 4 low res textures

For OBJ models this doesn’t require MTL (unless I’m confusing it with IQE/IQM behavior). Textureless coloring should be per-vertex not separate meshes. There is better performance when using a single texture for all of a model’s meshes instead of separate 2x2 textures for each region of the model. Should loading 2x2 images be fixed if broken? Yeah. because the game loads most textures as low-res as possible by default. This is very important for games that use very large q3 maps (battlefield-type games such as MilitaryForces/MilitaryForces 2). 11 Playing 653 Backlogs 16 Replays 6 Retired 71 Rating. All in all, this would make the game run much more quickly (and require a less performant pc) yet maintain reasonably good graphics quality overall. Quality can be kept high, and “per zone” model coloring can be used. Unsupported by either ioquake3 or netradiant) yet the model mtl’s, the texture resolution can be reduced significantly (to a level, The idea is that by allowing low-res textures, and supporting. mtl’s (which accompany obj’s and serve to provide coloring to the obj models) Thus including everything in between :69, 70) Make the MF2 game engine able to read 2x2 tga’s, as well as 8x8 as well as 2x128 tga’s (note that some additional changes to netradiant would also be useful then, see Would it be possible to add these functions to ioquake3 ?:













Quake 4 low res textures