urt hd textures
#21
Posted 24 March 2015 - 08:07 PM
We can't share with the community knowledge we don't have. We have no more info about UE4 than you have. We are having to learn it just like anyone else. Frankie has worked with the editor the most so he shares as much as he can in his videos.
#22
Posted 25 March 2015 - 01:21 AM
The thing thats probably hold back urt the most is because a select few are in control who perhaps have little bit to big ego and dont like the idea that they are not in control,
Thats the main reason why only few decide to join frozansand or allowed to join.
If fs only where a little bit looser and actually work toghether they can grow united we stand divided we fall now its just fs keeping to themselfs so hopefully this engine will change this.
(my question the max texture size in pixels the u4 engine can handle?)
This post has been edited by Extra1: 25 March 2015 - 01:23 AM
#23
Posted 25 March 2015 - 02:35 PM
https://docs.unreale...ings/index.html
Literally 5 seconds on google.
Also:
"Unreal Engine 4 defaults to limiting the maximum number of texture mips to 13, which effectively limits the largest rendered texture to 4096 (1x1 to 4096x4096 is 13 mips). This has the side-effect that imported 8192 textures will only render up to mip1 of 4096. The constant MAX_TEXTURE_MIP_COUNT which defaults to 13 in the engine source files can be modified to a value of 14 to support 8192 texture rendering. "
This post has been edited by Lochverstaerker: 25 March 2015 - 02:40 PM
#24
Posted 25 March 2015 - 03:40 PM
So this has to do with the mip count?
If 4096x4096 is the best way to go when you want to use a uhd texture I'll use that.
Btw sometimes just typing in google comes up with many solutions im just asking here to avoid getting more confused.
#25
Posted 26 March 2015 - 06:47 PM
#26
Posted 26 March 2015 - 07:25 PM
The question you should ask yourself is why u make a forum if you think its to much to ask a question thats alway's here like that you ask something and you just get told how big a idiot you are wtf?
Yeah so i still didn't get a answer or is 16000x15000 the max resolution you can use while editing with u4 engine i dont think its hard to give 1 answer and not 10 options?
#27
Posted 26 March 2015 - 08:09 PM
We are using Unreal Engine default settings so the maximum texture size is currently 4096x4096 in Urban Terror HD. This limitation could be changed in the future.
#29
Posted 30 March 2015 - 09:45 PM
Extra1, on 26 March 2015 - 07:25 PM, said:
...
I have a better idea - use Integrals ;) .
Don't thank me .
BRAVO, on 24 March 2015 - 12:51 AM, said:
....
I'm just saying, we are in 2015, not in a 1960's Amish LAN party, UrT needs more graphical violence and sexy girls.
All that would be really cool.
''What we wish, we readily believe, and what we ourselves think, we imagine others think also.''
Julius Caesar
BRAVO, on 24 March 2015 - 03:12 AM, said:
Of course not , the girls doing porn are not supposed to be sex-y , sex-y is a word totally unrelated with sex . Try to explain it to the father entering suddenly the room and accidently you just called her ''sexy'' that you will by no means copulate with her , ever .
Or even if he caught you both in the act : '' It is not what it look like . ''
( Which is something one can see in so much crap made in USA films . )
^That happens when you are just thinking that sexy girl ( or were you just thinking ? ) . & as you see that picture rally distracts you , what would you do ingame ?
& after we were speaking of the very urgent matter of violence .
There wasn't a single developer's opinion till now on the matter of violence ...
Sure it won't be MK level of violence & more of a stylish approach , I guess .
#30
Posted 31 March 2015 - 12:26 AM
On PC no big thing but on Consoles a very big thing.
Best practice stick with power of two when ever possible. You never know.
Are large textures required?
Not really as there are procedural materials available that are low in it's memory foot print, Substance comes to mind, that will give you texture detail with low resolution detail maps.
The bump for larger maps and materials though is one can make a complete texture atlas of every texture they are using in their map on a single LARGE texture like a Mega Texture.
http://en.wikipedia....iki/MegaTexture
Once again power of two is needed as a texture that size needs to be streamed.