This is a pretty large map (5.5mb) BSP, the commercial Quake 3 Arena used significantly smaller maps (1mb-1.5mb).
Still not using Juguefre's content; this is the freeware build




What resolution is that mask texture or is it one texture for the whole mesh?PH3NOM wrote:Thank you for you input bogglez!
The textures are VQ compressed, so that is the pixelation you see.
You didn't really say what caused problems, so I was wondering in general. It seems to be less of a performance problem and more of an artistic problem? Is the blender exporter hard to work with maybe?We have hit all kinds of limitations, and found solutions to work within them. If you can be more specific, I can explain a bit more
Can you elaborate on the artistic problem? we been solving all kind of issues here and there and maybe we miss something and that is why all feedback is ALWAYS important.bogglez wrote: What resolution is that mask texture or is it one texture for the whole mesh?
It seems to be less of a performance problem and more of an artistic problem?
I resized it to 512x512 and saved as PNG, then converted to VQ and back to PNG.juguefre wrote: http://i68.tinypic.com/w2p1qs.jpg
There you have the texture in case you want to check it in detailthe one used in the engine is 512x512
ph3nom said he switched the map format due to some limitations, especially because you as the artist were limited by the Quake format. I also don't know what he means, just curiousjuguefre wrote: Can you elaborate on the artistic problem? we been solving all kind of issues here and there and maybe we miss something and that is why all feedback is ALWAYS important.