Nice. Here's a hint: For large true color graphics it is normally best to store them as JPGs instead of PNGs. The loss of quality is normally not really noticable but they get significantly smaller that way.
Graf Zahl wrote:Here's a hint: For large true color graphics it is normally best to store them as JPGs instead of PNGs. The loss of quality is normally not really noticable but they get significantly smaller that way.
Noted. I forgot about DevIL.
In other news, I've made a quick little skybox that's just really foggy. It also cooperates decently when using line_horizon.
Actaully, I really didn't want to use a compressed JPG... I don't like to have my end results corrupted (no matter how small the corruption) by limitations of a format... Shame though, because at the highest quality setting, the JPG files are still somewhat large. That, and I've heard that it compressed JPEG files go to shit when mipmaps are generated. However, a skybox wouldn't have this problem...
Of course, all these filesize issues wouldn't be quite so bad if we were able to keep them in a compressed archive of some sort. (since WAD files don't compress)
Shinjanji wrote:
Of course, all these filesize issues wouldn't be quite so bad if we were able to keep them in a compressed archive of some sort. (since WAD files don't compress)
Actually, they still would. Both PNG and JPG are already compressed as much as possible. Using a compressed container format wouldn't help much with such formats. But with a 512x512 picture the JPEG artifacts shouldn't be an issue. Many games store their entire textures with a few exceptions as JPEGs and get away with it.
Can somebody put together a similar-looking skybox? (Those interested: I put this picture together with Terragen and Photoshop, with some google-image-searched pictures of the Aurora Borealis.)
These skies, especially the foggy one, are very nice indeed. Now, make some city scapes and I'll be really happy. (I'm guessing a program called Terragen makes terrain rather than buildings though.)