Page 1 of 1

32k textur problems

Posted: 30.07.2003, 22:24
by Star lion
Hi I took allot of time to download the blue marble textur (Especily because I hav an old 56k modem :? ) after I got it to my hard drive I converted the two halfs to 4096x4096 sections (so I could put it together, it was to big otherwise) after I put them together I had a 8192x4096 textur.

the problem started when I tried to add the shiny watter efect, then saved it as a png (it was 128 mb, of cours thats no problem for my GForce FX 5900 vidio card :D ) and tried to load it in celestia, everywhere that i added trancperincy the textur apered black

whats wrong :?:

Posted: 31.07.2003, 00:55
by Darkmiss
An 8192x4096 is an 8k texture not 32k.

2048x1024 = 2k texture
4096x2048 = 4k texture
8192x4096 = 8k texture
and so on....

and what format are you saving the texture in, before you try to use it ?

sorry

Posted: 31.07.2003, 02:01
by Star Lion
Ok so its an 8k

and I am trying to save it as a .png file

Posted: 31.07.2003, 02:21
by selden
An "8K" png surface texture file needs at least
8192x4096x4 = 134,217,728 bytes = 128MB.
That won't fit in a 128MB graphcs card, since some of the memory is used for other things.

That's why people use DDS files for large textures. DDS files are used directly by the hardware and don't have to be expanded to the full image size. jpeg and png files do have to be expanded.

but

Posted: 01.08.2003, 03:03
by Star Lion
But my Vidio card has 256 mb of vidio ram

re

Posted: 01.08.2003, 08:52
by John Van Vliet
what program are you using Gimp or MS paint i dont think that paint will handel the alfa chanle or if it was gimp you migth have flatened the image