Make all textures at both 2048 and 1024 available as optional downloads.
I would say put everything on the AU at 512 (possibly 1024 for big bases / very big capships)
NEW Models, what texture size should I be using
A faction with (mostly) everything on 2048 will weight about 200 MB's (and only if they are 16 bpp's), which is a pain to download, even for fast connections.
Text PNG's with the same resolution cut that in 1/4 with only 50~60 MB's, which cut in download speed and disk space, while still having 24 bpp's.
Text PNG's with the same resolution cut that in 1/4 with only 50~60 MB's, which cut in download speed and disk space, while still having 24 bpp's.
yeah, standards at 512, optionals at 2048. If anyone asks for 1024's I'll convert them myself and save you some effort.
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I actually prefer 1024's Why? They look better than the 512 versions and they look as good as the 2048 versions in game (unless you are zoomed all the way in) and are 1/4th the size of the 2048 versions to boot.
I would develop them as 2048 however and make 1024 and 512 versions available.
Just my two cents.
I would develop them as 2048 however and make 1024 and 512 versions available.
Just my two cents.

DOG PROPERTY LAWS:
2. If it's in my mouth, it's mine.
[unless it tastes bad, then it is yours.]
omfg!
OKay
This is what I am doing. This is non-negotiable.
512x512 for the autoupdate (saves everyone time, the faction will be functional)
1024x1024 & 2048x2048 pngs for optional download (which I will highly suggest because when you see these textures on the ships you will never go back to 512) Even if you play alleg at 512x512 resolution, these textures make the ships look godly.
OKay
This is what I am doing. This is non-negotiable.
512x512 for the autoupdate (saves everyone time, the faction will be functional)
1024x1024 & 2048x2048 pngs for optional download (which I will highly suggest because when you see these textures on the ships you will never go back to 512) Even if you play alleg at 512x512 resolution, these textures make the ships look godly.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
It is not only about slower computers answering that to not to use maxed "whatever". Think about the things having run completly in RAM in the reason of sparing energy and resources (to widen the lifespan and -time of the machine).Weedman wrote:QUOTE (Weedman @ Oct 22 2008, 05:15 PM) What am I to be doing?
Should I be using max size bmp.mdls?
[...]
Will this hurt people with slower computers?
I approve this course of action.Weedman wrote:QUOTE (Weedman @ Nov 8 2008, 05:05 PM) omfg!
OKay
This is what I am doing. This is non-negotiable.
512x512 for the autoupdate (saves everyone time, the faction will be functional)
1024x1024 & 2048x2048 pngs for optional download (which I will highly suggest because when you see these textures on the ships you will never go back to 512) Even if you play alleg at 512x512 resolution, these textures make the ships look godly.

