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Author | Topic: 128 textures per level!
JohnCroft Member Posts: 251 From:Germany Registered: Nov 2000 | posted 12-17-2000 11:59 AM I just read this: >>> Thanks to Gary LaRochelle and everybody at Eidos and Core who contributed to this interview. Gary LaRochelle and Rebecca Shearin will the developing the manual for the level editor. ... Are there any specifications for textures or other items that are imported into the level editor? A textures tile is 64x64 pixels, TGA format in 24bit color. Lay them out four or eight across. A total of 128 textures per level (you can use all of the texture more than once). You can also use parts of a texture tile in increments of 16x16 pixels. <<< (http://www.tombraiders.com/level_editor/Interview/default.htm) So is there really the exact number of 128 textures per level? Rebecca? IP: Logged
maniac44 Member Posts: 180 From:San Francisco CA USA Registered: Apr 99 | posted 12-17-2000 09:30 PM The real total is 160. That number of 128 was a mistake. Sorry. IP: Logged
Reb@Eidos unregistered | posted 12-18-2000 06:09 PM If you are asking about the exact number of tiles on a texture map file, such as tut1text.tga, well, the reason the number 160 was given is because that is the maximum number of tiles that will show up in the 'set animation ranges' window. If your animated textures are not below the 40th row (4 wide) then you can get away with more tiles on the map - they will show up in the editor, but you may run into trouble if you place too many 'pieces' of the texture tiles in your level. The reason the programmers haven't told us how many textures one can have on a map is because there is no way to tell ultimatley how the textures will be used. Every time a different piece of texture is selected and applied, it reserves a space in the texture memory. When this is full, no more 'new' textures can be placed even though they are on the map. Maybe the programmers could have given us an exact figure such as 256x5000 pixels max, but who would ever want to try to figure out how many square pixels were used in their level at any given moment? So, we set an arbitrary number based on what can be accomodated in the 'set animation ranges' window and based on the largest files used by Core. If there were no texture limitations, you can bet Core would have used more!! But of course, you should always question authority and push things to their limits anyway. :o) [This message has been edited by Reb@Eidos (edited 12-18-2000).] IP: Logged

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