1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. I will no longer be hosting XLNation as of March 1, 2017. Unless some one steps forward to take over the domain name and provide hosting XLNation will shutdown. If you are seriously interested in taking on this project and can technically and financially support the project please contact me.

Bob's Small Office Pack 1 v2.0

SMP1 - A bunch of T1 European/Neoclassical small offices

  1. bobqwerty

    bobqwerty Executive

    Joined:
    Aug 29, 2014
    Messages:
    79
    Likes Received:
    96
    bobqwerty submitted a new resource:

    Bob's Small Office Pack 1 - A bunch of T1 small offices

    Read more about this resource...
     
  2. kipate

    kipate Governor

    Joined:
    Aug 23, 2014
    Messages:
    1,616
    Likes Received:
    1,334
    Nice, indeed very good!
    May I still know why the size was 23.6 MB?
    That's not just a bit...
     
  3. AKHA

    AKHA Skilled Worker

    Joined:
    Aug 31, 2014
    Messages:
    18
    Likes Received:
    6
    Impressive, thanks.
     
  4. Nogerivan

    Nogerivan Governor

    Joined:
    Aug 25, 2014
    Messages:
    478
    Likes Received:
    985
    it seems cause by the big texture size...and he also uses different texture for another LOD
     
  5. Sin City 5

    Sin City 5 Unskilled Worker

    Joined:
    Aug 31, 2014
    Messages:
    42
    Likes Received:
    5
    is that good/bad? how it normally should be the texture size?
     
  6. bobqwerty

    bobqwerty Executive

    Joined:
    Aug 29, 2014
    Messages:
    79
    Likes Received:
    96
    Yeah. I’ve conducted a different approach with this pack. L1 models have 2048-bit HD maps, while L3/L4 have 512-bit or 1024-bit diffuse maps. (instead of using the same maps)

    Thus, I've made the White/Orange LOD2/3 the same as LOD1. I forgot to mention it in the LOD description images (it's implicit :whistle:). That's a conscious decision, they are designed to look the same over distance.

    Of course, a 512 or 1024-bit map can look better than a blurry 2048-bit map. Although, assuming the bigger map has good image quality, the “major” downside of having larger maps is down to file size (and memory allocation. Poolsize... But it won't eat up memory as the bigger maps are only for LOD1).

    Don't worry. It isn’t 2011. Texel fill rate has improved as GDDR memory achieves higher frequency and BUS sizes are widen. That will be laid down with the next generation GPUs using HMC or HBM 3D memory ICs. So has the bandwidth as a whole. It has room to spare. GPUs have 2 to 4 times times the memory since then.


    I hope you like it.
     
    kipate likes this.
  7. Sin City 5

    Sin City 5 Unskilled Worker

    Joined:
    Aug 31, 2014
    Messages:
    42
    Likes Received:
    5
    wrong question. I must say that I don't understand most of the answer :facepalm:
    I just wanna ask is it like 10x bigger then normal texture size or? wonder why not all do like you do, because the texture are look very great
     
  8. Nogerivan

    Nogerivan Governor

    Joined:
    Aug 25, 2014
    Messages:
    478
    Likes Received:
    985
    not that big, that'll be crazy
    it was only 2048 x 2048 pixel from spec size 1024 x 512 pixel...
     
  9. Sin City 5

    Sin City 5 Unskilled Worker

    Joined:
    Aug 31, 2014
    Messages:
    42
    Likes Received:
    5
    I do get it now, thanks
    2048-bit has me puzzled

    I'm hoping that you'll make some more, i don't care if it's only recolor or mirrored version , i just love this kind of buildings.
    thanks for the works
     
  10. bobqwerty

    bobqwerty Executive

    Joined:
    Aug 29, 2014
    Messages:
    79
    Likes Received:
    96
    bobqwerty updated Bob's Small Office Pack 1 with a new update entry:

    Updated SMP1 to v2.0

    Read the rest of this update entry...
     

Share This Page