skyhaven Posted October 24, 2006 Report Share Posted October 24, 2006 (edited) I want to create a really big 4096+ detailed UVW unwrap for a very big object. Is there a limit to texture size? Can some one answer this question for me before I go spending hours putting too much detail on my unwrap texture. I hate trying to figure these things out the hard way:P Edited October 24, 2006 by skyhaven Quote Link to comment Share on other sites More sharing options...
Guywithawrench Posted October 24, 2006 Report Share Posted October 24, 2006 I think that there is no limit but if there is it would probably be 2048. But if you take your time you dont need a bigger unwrap. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted October 25, 2006 Report Share Posted October 25, 2006 The maximum size for a BF2 texture is 2048*2048 DXT5. Anything larger crashes the game. Quote Link to comment Share on other sites More sharing options...
michi.be Posted November 2, 2006 Report Share Posted November 2, 2006 can i use 4096x1024px? It works in the editor and ingame but will it work on a gameserver? i have no possibility to check it out. it should work becasue its a 2048x2048px square. but maybe someone knows for sure. Quote Link to comment Share on other sites More sharing options...
Me262 Posted December 8, 2006 Report Share Posted December 8, 2006 1.Is it wrong, if you texture statics with 1pix/mm, or like resolution which is same as at handheld weapons (1st person textures)-at least lod0... 2.Would decreasing the number of pixels on lods for statics increase performance? Quote Link to comment Share on other sites More sharing options...
junk Posted December 8, 2006 Report Share Posted December 8, 2006 If you do the math on 2048 x 2048, it pretty accurately tells you the maximum number of pixels within an image. The dimensions don't actually matter as much except that they must be powers of 2 in both axiis and also that you use heavy amounts of flourescent pink in your textures. The game performs MUCH faster if everything is pink...like a girl's game. "2.Would decreasing the number of pixels on lods for statics increase performance?" Technically speaking, of course. However, there's no way to decrease the pixels on LOD's. The LOD is the lower-res geometry and goes by faces and isn't directly affected by the texture. The mip-maps are precalulated sizes that are all dependant on what your original size is. If the question is "does using smaller textures increase performance" the answer is no, The game doesn't run on Macintosh, but it certainly does wonders for PCs. Am I the only one who enjoys having 2-3 simulataneous conversations within one sentance? I think I'm craving an outlet. Is Junk's Corner actually something people are interested in? I could probably fill it up every day. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted December 9, 2006 Report Share Posted December 9, 2006 However, the game (how did the Macintosh come into this discussion ? ) does only use the Base texture for lod2 on statics (and above) . You've probably seen the error '... is a per-pixel material. Per-pixel materials are only.... ' I solve this by adding a 'lowres' material to my material setup only with the base texture and use that on lod2 (and above, if existent). As all of the textures on models should be saved with MipMaps, the game will reduce resolution on textures by switching mipmaps to lower resolutions for longer viewing distances. Quote Link to comment Share on other sites More sharing options...
Detrux Posted February 22, 2007 Report Share Posted February 22, 2007 So, has anyone noticed a significant performance decrease using a 512x4096 pallet on a older video card (ie, ati 9800 or Nvidia 6800 and below?) Thanks, Det Quote Link to comment Share on other sites More sharing options...
OLEG-RUSSIA Posted April 13, 2008 Report Share Posted April 13, 2008 The maximum size for a BF2 texture is 2048*2048 DXT5. Anything larger crashes the game. It`s funny but i got 4096x4096 size of texture in game with old Ka-50 model and we was playing on server everithing works fine. Quote Link to comment Share on other sites More sharing options...
[BGF]Tha Godfather Posted April 13, 2008 Report Share Posted April 13, 2008 (edited) Yes, because it's not true that the game crashes with 4096² textures (or anything else with 4096x...). It only crashes, if your graphics card has one of the older shader models, because they only support a texture resolution of max 2048². All the newer graphic cards run fine with 4096² textures (I have a nvidea 7950gt, and it already has the required shader technique). We also had things ingame with a 4096x... texture. They worked fine but not for those with older gfx cards Edited April 13, 2008 by [BGF]Tha Godfather Quote Link to comment Share on other sites More sharing options...
1/2Hawk Posted April 13, 2008 Report Share Posted April 13, 2008 Yeah, we did too. But for some folks you'd see some nasty colored bars across the model. Although its true that a 4096x1024 has the same number of pixels as a 2048x2048, it seemed to be the actual linear length of 4096 thats causes the problem. Quote Link to comment Share on other sites More sharing options...
OLEG-RUSSIA Posted April 14, 2008 Report Share Posted April 14, 2008 (edited) Haha funny wich resolution can have mine video card? I have XFX 8800 Ultra.Wanna buy quadro 4600 or 5600 soon for 3d.and leave 8800 for games if i would like to play a bit. Edited May 3, 2009 by OLEG-RUSSIA Quote Link to comment Share on other sites More sharing options...
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