Spend a few hours testing different compression methods. The XNA Content Pipeline wasn't helping at all...I attached an image with a short summary of three different setups I tried. I'm pretty satisfied with the results so far.
It seems I can't upload the original full-size (3840x720) I can send over the original on request.
I'll run some tests with the desert eagle tomorrow and see how much compression we can get out of it without losing too much quality...
Im working on the XML importer for the 2D talentScreen. But guess what? 3.1 has a lovely auto Serializator, which I cant use since my pc only runs 3.0. So I have to make a reader/writer class to get the XML ingame. Oh joy.
You can get it from the nvidia.com site (photoshop plug-in available) It has a ton of different compression options, mostly using DXT (even for normal maps, which normally look horrible with DXT)
DDS could also lower our loading times, I'll need to take a closer look at that particular topic (not sure if it applies to Compressed DDS as well)
wicked Tom, I've modded some dds files in the past by ripping/decrypting them from an archive file, importing it as *.DDS Repaint them in PS and exporting them back to *.DDS, dint know they had the compression properties, but now i think about it, all texture mods i did where mirrored UV's and it was an MMO, so the gpu could handle lots and lots of objects with multiple maps assigned on screen. Sneaky stuff.
Wow, thats a huge size difference, nice job!
BeantwoordenVerwijderenIm working on the XML importer for the 2D talentScreen. But guess what? 3.1 has a lovely auto Serializator, which I cant use since my pc only runs 3.0. So I have to make a reader/writer class to get the XML ingame. Oh joy.
what's the .dds filetype?
BeantwoordenVerwijderenseems to compress the files nicely.
You can get it from the nvidia.com site (photoshop plug-in available) It has a ton of different compression options, mostly using DXT (even for normal maps, which normally look horrible with DXT)
BeantwoordenVerwijderenDDS could also lower our loading times, I'll need to take a closer look at that particular topic (not sure if it applies to Compressed DDS as well)
wicked Tom, I've modded some dds files in the past by ripping/decrypting them from an archive file, importing it as *.DDS Repaint them in PS and exporting them back to *.DDS, dint know they had the compression properties, but now i think about it, all texture mods i did where mirrored UV's and it was an MMO, so the gpu could handle lots and lots of objects with multiple maps assigned on screen. Sneaky stuff.
BeantwoordenVerwijderen