Page 1 of 1
Adding JPEG texture Support???
Posted: Sun Apr 19, 2009 9:53 am
by Stroggos
is it possible to add JPEG suport into quake??? Because i dont like pcx's because they only support 8bpp and TGA are kool but take up too much space so JPEGs just solve all problems
Posted: Sun Apr 19, 2009 12:45 pm
by Electro
JPG produces fairly rubbish artifacts on textures, as an artist I'd never want to use them for that.
Considered PNG? Or maybe pk3 support instead, and using tga's but in pk3's (you'll find they compress a lot).
Posted: Sun Apr 19, 2009 5:58 pm
by Urre
TGA's in pk3 compress as much as PNG does, unless you RLE compress the TGA, which makes it compress less inside a pk3. Avoid RLE.
Posted: Sun Apr 19, 2009 7:01 pm
by mh
Most Q1 engines out there feature JPEG support, adding it should be a simple matter of grabbing the source code, finding what's required, and doing it. OK, it's lossy and it can be crap, but I think it's still a valid thing to have.
Posted: Sun Apr 19, 2009 10:56 pm
by revelator
also tga has a really old bug where it flips textures which you then have to correct engine side

.
jpeg is ok as long as you dont try alpha channel textures (looks really crap) png is quite a load better in that regard but can make load times a bit high if theres a lot of textures (especially if compressed inside a pak).
im toying with jasper support instead of jpeg since most of the ancient jpeg bugs have been fixed and its still developed.
Posted: Mon Apr 20, 2009 12:54 am
by Spike
reckless wrote:also tga has a really old bug where it flips textures which you then have to correct engine side ;).
Or you could just fix your TGA loader. But hey, whatever works...
Posted: Mon Apr 20, 2009 4:10 pm
by revelator
wasnt that what i ment ?
"which you then have to correct engine side"
assuming he started from square 1 :roll:
but yes apart from this tga is probably the best.
reason: tga copes better with being compressed inside paks.
and loads quite a bit faster than png.