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Serious contemplation concerning Unmei Densetsu
 
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valderman
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Joined: 29 Aug 2002
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Location: Gothenburg, Sweden

PostPosted: Sun Jun 22, 2003 10:16 pm    Post subject: [quote]

Ah, but "640k ought to be enough for anyone", right?
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Bjorn
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Joined: 29 May 2002
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PostPosted: Sun Jun 22, 2003 10:36 pm    Post subject: [quote]

In my experience, zipping up BMP or TGA images makes them nearly as small, if not smaller, as a PNG would have been. A small comparison with the bitmap data of Cave Aventure (a mixed set of BMPs and TGAs):

121 files - 1.56 MB

ZIP: 414 kB
RAR: 329 kB
PNGs: 364 kB

Zipping up the PNGs only makes it bigger (375 kB). So my conclusion is, if you want to distrubute your RPG as a small download, don't use any compression or smart image formats beforehand but let the compression program do all the work. As an example, Allegro supports packfile compression, but disableling this compression will yield a smaller download in the end.

Edit: Heh, but of course I wouldn't want UT2003 to use uncompressed textures. Even when using compressed textures, it's taking 2 Gig of my HD. Without, I think it would have been at least 20 Gig.


Last edited by Bjorn on Sun Jun 22, 2003 10:42 pm; edited 1 time in total
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valderman
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Location: Gothenburg, Sweden

PostPosted: Sun Jun 22, 2003 10:40 pm    Post subject: [quote]

Well, BMPs look so unprofessional too. I have to come up with my own obscure and über compressed image format...

...oh yeah, sorry for hijacking this thread.
/me hands thread back to Tenshi
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
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PostPosted: Sun Jun 22, 2003 11:23 pm    Post subject: [quote]

- Well, I got uncompressed TGA to load, and then I figured out why that worked, and the PNG didn't... so I got PNG to load. So I can use PNGs as textures. Now it's a matter of figuring out how to position a texture on a quad, and then getting the textures into the Object class so that I can actually have multiple objects. Once I get these two things working, all the wrappers will be done and I will be able to continue normally.

- I see the thing about distributing files... compressed versus uncompressed... but in order for that to be good, uhh.. the program would have to be zipped/unzipped every time it's loaded. Personally, I am not comfortable using TGA or BMP formats, which is why I went through all of this extra hell to get a PNG to load.
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Ninkazu
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Joined: 08 Aug 2002
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PostPosted: Sun Jun 22, 2003 11:28 pm    Post subject: [quote]

I don't see why you're so uncomfortable with them... I mean they'll always yield the same thing in the end.
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Tenshi
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Location: Newport News

PostPosted: Mon Jun 23, 2003 12:54 am    Post subject: [quote]

- Because on the disk that's too big. =( I have never been a fan of excessive file storage. Especially once you get into online gaming.... you really don't want large files.
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valderman
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PostPosted: Mon Jun 23, 2003 12:54 am    Post subject: [quote]

This is how I would do it (note that the vertices are in CCW order to make it face the user):
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2i(x1, y1);
glTexCoord2f(0.0f, 1.0f); glVertex2i(x1, y2);
glTexCoord2f(1.0f, 1.0f); glVertex2i(x2, y2);
glTexCoord2f(1.0f, 0.0f); glVertex2i(x2, y1);
glEnd();
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DrunkenCoder
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PostPosted: Mon Jun 23, 2003 5:05 am    Post subject: [quote]

Your tiles / sprites don't have to be powers of two, with some work you can query the maxiumum texture resolution supported by the card (OGL only requires support for 64x64 but most new cards suppoart at least 512x512)
and then save multiple tiles in one texture that way you would get rid of unnecesary (and slow) texture changes.
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