Game Development Community

Torque and Texture Map Sizes

by Will Harrison · in General Discussion · 11/04/2004 (9:07 am) · 9 replies

Is it okay to use large texture map sizes on characters in Torque? Like 1024x1024?

Or is it better to stay with 512?

I'm not sure which is better performance wise.... using two 512 maps or one 1024 map?

Or what about 512x1024 (rectangle)?

The reason I ask is because all I have seen with Torque examples is one 512 for every character, but that doesnt give much detail by todays standards I'm thinking.... the main concern is performance.

Any input on this is welcome.

#1
11/04/2004 (11:19 am)
I've heard anything above 512 is sized back down internally, but I do not know this firsthand.
My characters all use 2-4 textures, so don't let that stop you. Do keep in mind that each square is 4x the memory of the previous, so don't go hog wild. I prefer to use one 512x512 for the pants/arms, and one for the face. Keeping up to date with TSE, you may wish to use another for the normal map.
#2
11/04/2004 (12:17 pm)
Thanks.

That's what I had setup so far... using one 512 for the body and one for the face/head.

Also, I'm using a third 512 for the hair... using the alpha channel to create realistic looking alpha-blended hair...

If anyone knows anything I should know (cautions) about using alpha channels with Torque please let me know.
#3
11/04/2004 (12:25 pm)
I don't think there are any problems with using alpha. However, 512 for hair only seems quite a bit of waste. If the face is not included, you can easily use 256x or even 128x256 for just a straight lock of hair. UVmapping that around various strands would be quite easy.
#4
11/04/2004 (12:35 pm)
Well if you have alot of meshes around with alpha channels on them, you'll most likely run into sorting problems with water, the sky, transparent DTS's and dynamic lighting.
#5
11/04/2004 (1:55 pm)
So far it appears to be sorting things fine... but I'd have to test it in different situations.

I will probably use the strand approach you mentioned, Erik, thanks...

The problem with using anything less than 512 is that, when you see the model in-game, the hair looks pixelated/texelated... but that's if you're using the whole map to do all the hair and not using strands.... I still have to experiment with this.
#6
11/07/2004 (8:50 pm)
Hi, it's me again... :)


Can anyone tell me how you make double-sided polygons work within a .dts?

For example you have the normal back face culled mesh for the body, but within that same mesh, you want the hair to be double-sided (and alpha blended).

Is it a material property or something?

Thanks!
#7
11/08/2004 (10:30 am)
What modeler? In 3ds there is a material option to make it doublesided. In milkshape you actually are cloning the poly, and reversing the vertexs. I can't remember offhand the exact details in milkshape, but if thats the one you need, Ill look it over again and post them.
#8
11/08/2004 (11:32 am)
Hi Erik,

Well I'm using Maya at the moment, but what I mean is, is there a way to make a polygon appear double sided in the Torque engine, without cloning the poly and flipping normals/vertices?

I would imagine it's a special parameter in a material name... for example, you would have the hair stand material group named "hairStrand&dblside"... or something like that, so the engine recognizes that parameter and renders those polygons as double sided.... for example, like a wire fence in a game... or some blades of grass.

I just want to keep polycount down, otherwise I would do it the easy way.
#9
11/08/2004 (12:09 pm)
Well, I've never used Maya. In Max, its as simple as clicking the button '2-sided material' on the material map. The material I assume is an alpha, so you'de get both sides looking nice. Maya's bound to be pretty similar.