I want to make a realistic ground with roadways and am trying to figure the image resolution to map to the map terrain.
Say I have a standard size map, what would fit the ground and would have detail enough to see passing lines on a road, for instance?
As part of the thought experiment if I now wanted to make a map twice the standard size what are the resolution requirements then, the same or twice as much?
Thanks for any help or insight you have.
YRR000
Help on terrain resolution for a texture map
Re: Help on terrain resolution for a texture map
The standard ground texture is repeated. So replacing it won't give you a single big "map" on the ground. If you wanted roads and stuff, you'd not want to do it as a single large texture map.
Bzflag has a maximum texture limit that you'll run into real fast.
You'll want to break your ground textures into chunks and use meshes to place them on top of the ground, covering the default grass. Then you can use as many textures as you want to cover as large of an area as you want. If you do it smart, you can reuse texture parts for things like roads that look the same in different parts of the map
Bzflag has a maximum texture limit that you'll run into real fast.
You'll want to break your ground textures into chunks and use meshes to place them on top of the ground, covering the default grass. Then you can use as many textures as you want to cover as large of an area as you want. If you do it smart, you can reuse texture parts for things like roads that look the same in different parts of the map
JeffM
Re: Help on terrain resolution for a texture map
OK JeffM,
Do you know what the maximum resolution of one BZW unit might be?
In a formula like pixel per unit.
Or are you aware of relevant documentation where I can get answers to this that is a standard reference?
Do you know what the maximum resolution of one BZW unit might be?
In a formula like pixel per unit.
Or are you aware of relevant documentation where I can get answers to this that is a standard reference?
Re: Help on terrain resolution for a texture map
pixels and units are not related. for meshes the UV texture coordinates determine how many times the texture repeats for a specific distance. For parametric objects, a texture is repeated anywhere between 1 and 4 times per unit.
The default max texture size should be 8192x8192(8k) for a modern OS/Card, but depending on your setup it may be less. BZFlag starts out at 1024x1024 and then asks your video card what it's maximum is.
The default max texture size should be 8192x8192(8k) for a modern OS/Card, but depending on your setup it may be less. BZFlag starts out at 1024x1024 and then asks your video card what it's maximum is.
JeffM
Re: Help on terrain resolution for a texture map
It actually looks like BZFlag limits to 1024.
Code: Select all
// get maximum valid size for texture (boost to 2^m x 2^n)
GLint maxTextureSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
// hard limit, some drivers have problems with sizes greater
// then this (espeically if you are using glTexSubImage2D)
const GLint dbMaxTexSize = BZDB.evalInt("maxTextureSize"); // (This defaults to 1024)
GLint bzMaxTexSize = 1;
// align the max size to a power of two (wasteful)
while (bzMaxTexSize < dbMaxTexSize) {
bzMaxTexSize <<= 1;
}
if ((maxTextureSize < 0) || (maxTextureSize > bzMaxTexSize)) {
maxTextureSize = bzMaxTexSize;
}
Re: Help on terrain resolution for a texture map
I'm not only doing repeating textures, if that matters.
I'm hand painting roadways and then mapping onto road section objects.
So perhaps a pavement texture but a vectored traffic legal line.
I'm hand painting roadways and then mapping onto road section objects.
So perhaps a pavement texture but a vectored traffic legal line.