Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: FreeTerran on September 11, 2003, 07:42:02 am
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Could someone bump up the color limit of the interface and the backgrounds and textures from the odd 8bit to 24bit
Ok we had often that topic but i have talk to unknown player and Bobboau, Bobboau has say they lock into but maybe could some other look into it so thats reason that i post it again ;)
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*bump*
i hope somone could do it because i have now talk to bob and he has say he could do it but he hasen't the time[/B]
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someone should do this, I don't think it would be that dificult to implement 24bit PCX suport by someone who knows how those files work, and I thnk it would make many things look a lot nicer
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*bump*
no one ? :nervous:[/B]
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We've told you a gazillion times FT, if you used the right proggies there is no noticable difference...somebody should impliment this just so I don't have to see the forum filled with the same request from the same person.
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Argh shut up i use bright and its looks **** ingame all looks **** ingame the mission backgrounds too we can see the HUGE crossing between the colors and don't say you couldn't see it !
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Then use Bright properly.:rolleyes:
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as good as bright is it isn't perfict, I think somone should try to get some higher color suport, at the very least it should make development slightly easier
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There is no way to get some effects - the places where you have very fine gradients - to look right without more colors. While I agree that this is a relatively low priority, interface would look much better with more colors.
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I would love some 32Bit Ani capability, it's a real nightmare trying to match palletes up, and it shows more with the new larger textures that are emerging :)
Flipside
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All the textures are internally bumped down to 16-bit, which is why (at least I suspect) FT's images look bad in FS2, while they look good outside FS2. Besides, people, you already have targa support if you want non-8bpp textures.
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I think that the interface should be changed, yeah, but just to be simpler. I never liked the "go through XX pages to reach whatever feature you search". Everything should be able from the main screen, which is full of nothingness bare five buttons :doubt:
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Originally posted by Fry_Day
All the textures are internally bumped down to 16-bit, which is why (at least I suspect) FT's images look bad in FS2, while they look good outside FS2. Besides, people, you already have targa support if you want non-8bpp textures.
Hang on a sec. You mean to say that if I just save my textures as 24 bit .tga files they will work fine in game?
Does that have any repercussions at all?
If not why is anyone still using .pcx for textures? .tga works with most modellers too so there's no need to maintain a .bmp for the modeller and a .pcx for FS2.
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well, TGA maps are huge, so they are also huge resource buggers.
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the thing that you are going to cick yourself over is the fact that it's been there the whole time (sense 98)
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ROFL
Actually the real pain is animations, I know it's been covered a few times, but particuarly with technicolour effects (which change colour over time). Look at [v]'s lovely explosions, and about halfway through even these manage to fall victim to this limitation.
Flipside :D
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Bob what is easyer to upgrade the pcx files to 24bit or chane the format to tga for textures and interface,.... ?
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Well considering Venom's comment that they are a resource hog I've never really had a situation that made it worth me using them.
But when you're texturing a model you could use TGA files so you don't have to keep converting the .pcx. :D This should come in real useful in the future :)
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I'd recommend using DirectX surfaces, they are already covered in SCP, and I'm pretty sure they can handle hi-bit textures? You can get a Photoshop plugin from the UnrealTournament 2k3 sites that will save images files as DX Surfaces :)
Flipside :D
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not everybody uses photoshop, besides, the most interesting point with FS2 is how easy it is to mod it. adding yet another, more complicated conversion process is not the way to go, imho.
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Well, DDS support IS already a feature, so you wouldn't be making any demands of the Modders.
As for conversions, once I get round to dloading the SDK for DirectX9, I'll make the conversion tool available, it's a stand alone program, but I'm not sure how many formats it works with :)
It's not really adding another conversion layer, because although it adds one converter, for most people it removes Bright or a similar program for converting their 24Bit textures down to 8Bit.
Flipside :D
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Let me see if I got this right: the regular CD version of FS2 supports 24bit TGA interface?
(sorry for the stupid question, and sorry for bumping an old thread)
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that's the way it looks, never actualy tested it
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What about fighter mapping?
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I just tried this 24bit TGA interface thing, didn't work... it reverted to the VPs. Is this something that has to be enabled with command lines?
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Is TGA larger than PNG? Editing TGA texture files in Need For Speed was a ***** because only certain image editors will save the TGA the right way so that it is usable. I'd rather use PNG than TGA.