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VicToMeyeZR

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Posts posted by VicToMeyeZR

  1. I think that the mat file has to be changeg, just like mg's, but unfortunately microsoft office access table is assigned to .mat files and i can't open them ...

    =(

    File Extension .MAT - Microsoft Access Table Shortcut

    //Ok got that working now

    The light somehow isn't. can you send me the model you are using? maybe that will work ...

    //I just tried the model in the editor as well and there it works oO something i have to consider when putting this in the .exe?

     

     

     

    You can go to Folder Options > File Types > scroll to MAT and click change, if that not what you did already.

  2.  

    Community projects are beneficial to join for everyone. You'll learn a lot of things how to make complete games, and you can reuse the code and assets in your own games too.

     

    Every single item can take lots of time and thinking to get working right, for example the game updater/launcher, telling the artists how models should be technically set up (pivots, submeshes, etc...) so they work from the technical aspect with the game code, loading and saving of game data, structure of the program logic, etc....

     

    So, you don't lose time when joining non-commercial community projects, but instead you win time and can finish your own game faster.

     

     

    Thats provided, that the people participating don't just upload binaries, to where the members can't actually see any code.

     

    Hard to learn from a CP, if everyone still hides their "secret" code...

  3. I think I found my problem. I had always done it this way before, and I never thought about it. Maybe thats why I always thought there was a difference....

     

    (I can admit when i might be wrong. ;) )

     

    I clicked save as then saved as a DXT5, then save as and saved DXT1... hmm ooops. So effectively, I was compressing it as a DXT5 then compressing that image as a DXT1, which is where the pixelation was coming from.

     

    Man I hate being wrong. lol.... damn it. now I feel like a retard.

  4. I understand what you are saying, but nvidia themselves said its similar, not identical, and I tested it, just like you said to do, and it clearly shows a difference down in the pixel levels of the two images.

     

    Ok, here..... The compression ratio of the overall image of DXT5 is 4:1 and DXT1 is 8:1, so YES, the RGB channels are stored the same, but you have to think of the OVERALL compression of the file. 8:1 vs. 4:1, that is where the difference comes into play.. SO if you re-open the images, after saving them, because of the compression difference, you see a different pixelation of the two images.

     

    I'm not aurguing, I think we are basing on the same thought process, but forgetting the main compression of the image.

  5. ok, fine you win. Taking a image already saved with compression, and re-saving again with a different compression is the same, as saving an uncompressed to that compression... I just did the test, and proved they are different.

     

    Compression ratio of DXT1 is a fixed 8:1

  6. Are you having a hard time with this? DXT1 with NO ALPHA..

     

    You can't take an image I already saved and re-save it, and call it the same. This is from an original PSD, no compression. Saved as DXT1 NO ALPHA, and DXT5.

     

    They are different.

     

    Why are you referring to someone else's article, that is probably using flawed logic again?

     

    Case closed..... Like I said, is the space used for DXT5 worht it if you don't use an alpha channel is up to you, but I will stick with my process

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