I noticed that all images inside the .zip of HRP are PNG. Would be possible to use S3TC compressed texture instead? Obviously SVN should always keep the lossless PNGs, but the zip could keep compressed textures exported from them. It should reduce the download pack size and avoid the in game compression during level load and the related on disk cache (I suppose it does this now).
This is also what the 0 A.D. game does (SVN keeps the PNGs, get converted to DDS with NVTT in released packages).
Page 1 of 1
HRP: using pre-compressed textures?
#1 Posted 20 October 2012 - 10:25 AM
#2 Posted 20 October 2012 - 10:34 AM
DDS support in EDuke32 isn't really usable in the same way as DDS in games that are set up to load nothing but DDS. In our case, the DDS support is part of the image library and any mipmaps contained are discarded and regenerated at load time, so using DDS here would just give crappy looking textures.
Share this topic:
Page 1 of 1