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Recommended texture size for RTS

by Eran Caspi · in Game Design and Creative Issues · 05/07/2005 (7:29 am) · 1 replies

Hello
What is the recommended size for RTS textures in your opinion?
I mean units, structures and stuff like this not terrain texture.

#1
05/10/2005 (8:39 pm)
I worked on a 2.5D RTS a while back. I'd look at how many pixels units take up on screen in game when zoomed in, And then use this to guage how much texture space you need. There's no point making textures that have more pixels than the unit has on screen. Bear in mind that the unit rotates so you may need 50% to 100% extra pixels if the textures arent mirrored on the far side.


I'd also recommend fitting several unit textures on a larger page. Rather than using a unified size for each unit, constraining yourself amd possibly slowing the engine down with sorting through many tiny ones.

So if your unit only takes about 64x48 pixels of screen space you may not need much more than 64x64. But on a larger shared page, you can vary the size depending on the unit and what it best requires. so you may have a 64x128, 2 64x64's and a 128 x 256 for something large like a battleship all sharing the same 256x256 texture page.

I's also look at your units, see which ones are the base units that appear all the time and have them share the same page, that way early on you need fewer textures being drawn. that way elite units you have later on in te game will never have to have their textures loaded in the first half of the game.