Palletized textures?
by Sean H. · in Torque Game Engine · 04/27/2005 (9:30 am) · 3 replies
Has anyone been able to run torque in 8 bit palletized mode? i recall seeing a preference or global to set this rendering mode but i havent tried it yet. I assume it would require creating all textures in the same application to utilize a similar color pallette.
you may be wondering why im even asking about palletized textures as theyre a very old technology. the reason is because ive found that running at an 8 bit color depth can free up alot of processing while only taking a moderate hit in quality. if this is possible in torque i want to take advantage of it as im targeting a low spec system.
you may be wondering why im even asking about palletized textures as theyre a very old technology. the reason is because ive found that running at an 8 bit color depth can free up alot of processing while only taking a moderate hit in quality. if this is possible in torque i want to take advantage of it as im targeting a low spec system.
#2
04/27/2005 (10:59 am)
Convert your textures to BM8's. Then load them.
#3
i then changed the "forcepalette" option to true in both prefs and config, and tried loading the texture again. this time the mission which references the texture loaded fine, but my 8 bit texture still wasnt a part of the list. I could tell that the game was running in palettized mode because the cloud texture looked very pixelated. i assume that this option converts high color images to paletted images but i didnt notice a real difference in the terrain texture.
does anyone know what the "forcepalette" option affects? and is there any way to import 256 color textures into the game in script?
04/28/2005 (7:03 am)
Last night i tried importing paletted textures into the game and it didnt work. i made a simple 8 bit 256 color texture and saved it to .bmp format. i then saved the file to the appropriate directory along with the other textures and added a material mapping statement. i then ran torque in default mode without touching any of the prefs or configs settings. the application ran but i received an error when i tried loading the mission which referenced the .bmp file. the other missions started up fine and when i went to the texture painter, of course my 8 bit texture wasnt in the list.i then changed the "forcepalette" option to true in both prefs and config, and tried loading the texture again. this time the mission which references the texture loaded fine, but my 8 bit texture still wasnt a part of the list. I could tell that the game was running in palettized mode because the cloud texture looked very pixelated. i assume that this option converts high color images to paletted images but i didnt notice a real difference in the terrain texture.
does anyone know what the "forcepalette" option affects? and is there any way to import 256 color textures into the game in script?
Torque 3D Owner Sean H.