This is because I want to test texture switching performance with various content and hardware so I can optimize my stuff.
Having dabbled around the code for quite a while now myself it's astounding how many unnecessary assets gets cached in vanilla Q3, like footstep sounds, some powerup and weapon sounds and a bunch of gametype-specific stuff (especially in TA). leilei is that vanilla Q3 that I see? What happened to OA? :P
It's a shame id Tech 3 didn't come with a tcMod atlas/page function. That would have helped immensely. In the meantime I can only sort of simulate that by having two stages and a tcMod scale 0.5 0.5 + tcMod stretch square 0 -1 for going through a 4 panel atlas texture with alphaGen or rgbGen flipping between the two stages.
It does involve OA - its media reboot anyway. OA sucks far worse for texture wastage, it's embarrassing. For that big 23 texture explosion sequence I do that 2 stage blending theory with one image (unanimated through 23 shaders :( ), and all the ammo boxes use one texture including the ammo symbols they have. I also put 4 subtractive blend marks on one image with a tcMod scale 0.5, -0.5, etc.
Edited 4.35 minutes after the original posting.
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