I'd say that 128mb card may have something to do with it too. BF2 is a resource hog for sure. I disagree with 3D guy. It's a fantastic game. I have a 5500OC 256 with my AMD64 3200+ and although the settings are low it runs great. I get 35-50 FPS and have a blast. I ordered a 6800GT 256 card and now the game wil be at…
Not a problem, here to help those in need. I do believe the veins are a little excessive, I think a smaller version of them around the trees would be better, since you are doing a plane version of them you can make a 256/256 texture and make it tileable both ways then scale on the plane.
2048x2048 maybe if its the main character :P I think you would have to make a tiling texture 256*256 and then a rad texture 512 to 1024 where you could paint out more details. then a texture for the face, its all modeled in already so the texture can be quite small.
BT just upgraded all there unlimited services to 2MB still 256 up tho ... and this is to sweeten the sting of them limiting to 15GB per month download. funny really , but i am sure its to stop emule and alike. 256 up sucks for gaming tho. I think we pay £24.99 for this
I've made a graph for a weapon with base materials and some weathering. When I import into Unity it allows me to change its resoltion but nothing changes really - it's the same 256 pixels. The graph uses baked occlusion, normal map and color map nodes. what can cause this problem? edit: also this old problem which I've…
Gannon - triangle count may vary for complex shoulders or helmets, but usually it's around 1k (+,-). Texture size for body textures is always 512*512, for helms and shoulders 256*256 for each. Luke003- there is no sculpts, it's all hand painted in 3d coat based on simple low-poly AO bake. Torch- thank you.
thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
I bought this from Best Buy for 255... That was, after getting the manager to lower it to 269 then using 2 miscellaneous gift cards on it bring it down to 255 after tax. http://www.newegg.com/Product/Product.aspx?Item=N82E16824001380&Tpk=xl2370 I like it... The whites are way whiter than my old monitor and the blacks are…
You can get HD texture packs already; http://minecraftworld.wordpress.com/2011/03/15/lbs-photo-realistic-minecraft-hd-texture-pack-64-x-64-129-x-128-256-x-256/ If it runs that badly id probably think about scaling it down to 64x64 as it'd be better if more people could use it. Personally i've not tried out a HD…
we here at shin'en have reflection mapping in our engine. it's a "hack" so you need your programmers to implement this as a feature. i wouldn't recommend thinking in higher then 256*256 texture sheets(=64k). you have to squeeze eveerything in your 512k budget, including fonts, hud, etc.. and if you use both screens for 3d…