kegetys 2 Posted April 20, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Herge @ April 21 2003,00:24)</td></tr><tr><td id="QUOTE">JPGs will not be compressed in VRAM, but neither will PAC or PAA<span id='postcolor'> I think the whole point of PAA/PAC is to use DXTC so you can keep them compressed in video ram, plus have pregenerated mipmaps. JPG has neither of these. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. Why did KEG's alter obloha.p3d--it seems to have more segments, but wonder if it is something else<span id='postcolor'> Just to get a little different mapping. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">but I thought only planar mapping will import into Oxygen.<span id='postcolor'> At least cylindrical maps import fine, spherical should too I guess... Share this post Link to post Share on other sites
Herge 0 Posted April 20, 2003 Thanks for the feedback KEGs! Question: Is the obloha.p3d model used for more than the stormy texture like the other sky textures or do they use fixed in-game model that is scalable sky dome. I wonder if hex editing .exe texture references would scew things up... On your first point, how can PAA/PAC take advantage of DXTC? I just tested to verify that they are not DDS versions. I'm not 100% sure, but I don't think DXTC works for non-DDS/custom formats (maybe thru pixel shaders, but that predates OFP). Need to compare DDS DXT1 versus PAC and PAA, but I think DDS wins out with 61,000 more colors. Share this post Link to post Share on other sites
kegetys 2 Posted April 20, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Herge @ April 21 2003,01:15)</td></tr><tr><td id="QUOTE">Question: Â Is the obloha.p3d model used for more than the stormy texture like the other sky textures or do they use fixed in-game model that is scalable sky dome. Â I wonder if hex editing .exe texture references would scew things up... Â Â <span id='postcolor'> Its used for all the textures, the texture it has for default is nothing else than a texture name that gets replaced later on. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">On your first point, how can PAA/PAC take advantage of DXTC? Â I just tested to verify that they are not DDS versions. Â I'm not 100% sure, but I don't think DXTC works for non-DDS/custom formats (maybe thru pixel shaders, but that predates OFP). Â Need to compare DDS DXT1 versus PAC and PAA, but I think DDS wins out with 61,000 more colors.<span id='postcolor'> PAA/PAC has a DXT1 texture in it. Exactly the same format as the dxt bitmap itself when you save a DDS file with the nvidia dds photoshop plugin for example, the headers are just different... And, my skies for example look even worse when saved with the the nvidia dds plugin as DXT1 texture and "converted" to PAA by hex editing. Share this post Link to post Share on other sites
Guest Posted April 21, 2003 So to clarify the sky thing a little bit The Skybox (Obloha.p3d) has a texture path to Obloha.pac, which acts like a "proxy". Flashpoint.exe then replaces Obloha.pac with which of the four (Jasno.pac, Obloha.pac Oblacno.pac Zatazeno.pac) skybox textures is appropriate to the overcast setting. And since the .exe is looking only for those four textures (and the floating clouds I guess) then the pathing to those textures can't actually be changed without changing something in the .exe. I guess my question is would BIS ever be interested in making a modifyed .exe that looks for those same four textures with a .jgp extension rather that .pac......or at least .paa? Since the sky at any one time takes up roughly half the field of view why not make them look a little bit better? They wouldn't even have to be high-res .jpgs, it's just that .jpgs have so many more colours to draw on = nice blended skies. Oh well, it's just a thought Share this post Link to post Share on other sites
quakergamer 0 Posted April 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ April 21 2003,07:32)</td></tr><tr><td id="QUOTE">So to clarify the sky thing a little bit  The Skybox (Obloha.p3d) has a texture path to Obloha.pac, which acts like a "proxy". Flashpoint.exe then replaces Obloha.pac with which of the four (Jasno.pac, Obloha.pac Oblacno.pac Zatazeno.pac) skybox textures is appropriate to the overcast setting. And since the .exe is looking only for those four textures (and the floating clouds I guess) then the pathing to those textures can't actually be changed without changing something in the .exe. I guess my question is would BIS ever be interested in making a modifyed .exe that looks for those same four textures with a .jgp extension rather that .pac......or at least .paa? Since the sky at any one time takes up roughly half the field of view why not make them look a little bit better? They wouldn't even have to be high-res .jpgs, it's just that .jpgs have so many more colours to draw on = nice blended skies. Oh well, it's just a thought  <span id='postcolor'> I see why you told me you'll have to use only .PAC textures, that's why :-/! But maybe it's a config thing(even if I don't think it is ...) Share this post Link to post Share on other sites
Guest Posted April 21, 2003 Do a search through all the configs for "Zatazeno" or "Oblacno" Share this post Link to post Share on other sites
stgn 39 Posted May 19, 2003 Just a question If I want to make the best textures should I then use .PAC or .DDS .PAC is nicer than PAA .right Share this post Link to post Share on other sites
Guest Posted May 19, 2003 From previous page *rolls eyes* </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Extension Bit Depth(col) Colors Transparency(levels) Mips DiskSpace CPU VRAM PAA 12 4,096 16 Yes Good Good Good PAC 8 256grey 256 Yes Good Good Good<span id='postcolor'> Share this post Link to post Share on other sites
kegetys 2 Posted May 19, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ 19 May 2003,18:23)</td></tr><tr><td id="QUOTE">From previous page *rolls eyes* </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Extension  Bit Depth(col)   Colors   Transparency(levels)   Mips   DiskSpace   CPU    VRAM PAA       12        4,096        16              Yes      Good    Good   Good PAC        8        256grey     256             Yes      Good    Good   Good<span id='postcolor'><span id='postcolor'> I dont think that table is very accurate... Share this post Link to post Share on other sites
Guest Posted May 19, 2003 Oh......you didn't mention that before Share this post Link to post Share on other sites
stgn 39 Posted May 20, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ 19 May 2003,19:27)</td></tr><tr><td id="QUOTE">Oh......you didn't mention that before  <span id='postcolor'> I have looked at that but I am stil not sure If I should youse PAA or PAC a simpel question I think. STGN Share this post Link to post Share on other sites