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Posted: 28 Sep 2005, 18:06
The_noik
Hi all! Noikart here, and for some people better known as AdeonGT.
I have always played and modified Revolt, which I still love to do!
After a long time searching I've finaly found this community,
it has always been a big lost that RevoltDownloads.com has gone offline.
But it seems Revolt is still very much alive. :D

Posted: 28 Sep 2005, 19:27
Manmountain
Greetings and welcome to Our ReVolt Pub. :)

Pull up a chair and tell us all of your past and current RV projects. B)

What can I get you sir ? ;)

Posted: 28 Sep 2005, 19:36
The_noik
Well, its not insainly much, I've created some cars,
and I expirimented with higher resolution textures.
Which are not compatible with the level textures.
But it works on cars!

So I created a car with a texturesize of 1024X1024,
the difference was quite small...

But in the mean time I've lost a lot of my cars because my pc died! :blink:

So now I have a new pc which is also capable of playing games of today,
and Re-volt too, of course. :D

Soon I'm going to install Revolt again and hit the road with home made cars!
My drawing skills have improved extremely, so texturing shouldnt be a problem
at all...

Posted: 28 Sep 2005, 19:49
Manmountain
The_noik @ Sep 28 2005, 03:06 PM wrote:I expirimented with higher resolution textures.
Which are not compatible with the level textures.
But it works on cars!

So I created a car with a texturesize of 1024X1024,
the difference was quite small...
Strange, I managed to use 512 X 512 bitmaps on tracks I've experimented with, and the difference is rather a lot, as you get more detail over some of the larger prm's.

Obviously using larger bitmaps does greatly increase the overall size of the track/car folder/zip file, also I'm not sure if large bitmaps slow fps, as the bmq files are used for distant drawing to save fps and they are only 128 X 128. :unsure:

Hmm ? sounds like a small project that needs some more investigation. <_<

Posted: 28 Sep 2005, 20:53
The_noik
Ah, now I see whats the problem, I was using 1024X1024 for the maps.
When I use that, I'll see holes all over the map! :angry:

Didnt know that 512X512 would work...

Posted: 29 Sep 2005, 02:55
The_noik
Btw, what kinda computer do you use, manmountain?
My pc can play RV with any resolution and I can use AA upto 6X
And AF upto 16X, which makes RV look awesome!

How about some system specs:
AMD 2400+
1GB RAM
ATI 9800 Pro

(should be enough :P)

Posted: 10 Oct 2005, 20:55
human
hey commun,
what im hearing?
is it possible to use 512x512?
i've never tried it, because i just accepted what i heared: the limit is 256x256.
manmountain, what did you observed with 512x512 on tracks?

Posted: 10 Oct 2005, 22:23
darksabre
it is possible to use 512*512 but their is an internal resizing. And this one is very very poor...(with holes in the texture ect...)

Posted: 10 Oct 2005, 22:27
Manmountain
Basically you get an increased definition. Twice the quality.
Just like the normal 256X256 bmp has two times the definition as the 128X128 bmq.
Like wise, your bmq files could just as easily be 256X256.

Posted: 11 Oct 2005, 10:03
The_noik
Shouldnt there be a way to reprogram the texture filter in the engine?