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Unreal Tournament III Tips
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Textures

For 24-bit RGB textures specify CompressionNoAlpha on import to produce a DXT1 texture.
For 32-bit ARGB textures leave CompressionNoAlpha unchecked to produce a DXT5 texture.

Specular and Opacity information is best placed into the Alpha Channel of a 32-bit DXT5 texture instead of using two 24-bit DXT1 textures.  While two DXT1 textures are the same file size as one DXT5, in the engine a DXT5 uses one TextureSampler whereas two DXT1's will use two TextureSamplers.  Video adapters commonly have 16 TextureSamplers (SM3 and SM4).

Since the TEXTUREGROUP_World maximum is 1024, there is no reason to use standard textures greater than this resolution (1024x1024) on world geometry.  If a texture must be larger than any specific Group maximum, be sure to choose a Group that supports the texture size natively and doesn't drop mips.  Be careful with using too many 2048 and larger textures, especially when targetting support for the PS3.  By overriding the default use of Texture Groups, you may impact the texture memory pool and cause issues on systems with less video memory.

For 2048 and 4096 textures for world use you can override them into the TEXTUREGROUP_RenderTarget.  This supports mips/LODs from 1 to 4096.  Use this with care so that you do not impact the texture memory pool.

The LODBias is calculated before the LODGroup range.
An LODBias of 0 is the main texture resolution.  An LODBias of 1 is the first mip down of the texture, eg. a 1024x1024 texture that has and LODBias of 1 results in the 512x512 mip being chosen.
After the LODBias is calculated, then the texture mip is checked that it fits in the LODGroup range, and adjusted if necessary.  For example, a 1024x1024 texture with LODBias of 1 uses the 512x512 mip, if it is in the TEXTUREGROUP_World Group, it is then checked to see if it fits within the Group's Minimum and Maximum range, which in this case is 1 and 1024.
The LODBias on an individual texture can be positive or negative so that it can offset the default LODBias specified for each LODGroup to either higher or lower mip values.

8192 textures can be imported but currently are not natively supported at mip 0 with the current LODGroups.


0807.14 · 6972 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.