![]() now as you can imagine, the PS2 supports all (except normal mapping) of this aswell as it has stronger hardware. We could always bring the the Dreamcast aswell, which was fairly weaker than the PS2 but had an amazing graphical quality to it and native 640x480 resolution output Ī bit of detail on texture quality on dreamcast, including Normal Mapping support. Tagging is in the works and will be here soon You must be logged in with an active forum account to post comments. distant models (what I call LoD aka Level of Detail) are generally 64圆4 or whatever smaller texture size they can be to save vram. Resident Evil Outbreak for example uses a combination of 256x256 & 128x128 for its ingame characters, cutscene characters are about 512x512ish as they are ususally a higher quality. and I can tell you that PS2 does have the ability to display higher resolution textures not going over 1 meg. I do console game modding (PS2, Xbox, Dreamcast, PSP, etc). Specifics like that could handle maybe 192x192 textures at highest. PlayStation 2 only had 32MB of RDRAM with a 299Mhz processor. Each section of the game received new textures and improved models. The TV and resolutions at the time no relevant in terms of why textures need improving or rather recreating. ps2 Half-Life Game Playstation PAL UK VERSION - Picture 1 of 2 ps2 Half-Life. (I have no idea why, in hindsight.) This was particularly for tube TVs and plasma screens but people applied it across the board (plus, LCD and LED screens were not widely available.) So making console games look good on huge displays was not a priority, as most people were playing them on what we would think of today as small screens. When youre done, save the WAD anywhere you like (although it will need to be in your Half-Lifevalve folder if you plan to use Method 1, below). Double-click a texture to edit it, and press Ctrl+T in this view to see it tiled. Additionally, advice at the time was not to use consoles attached to large screen TVs, because it was thought that this could damage them. To add subsequent textures to the WAD you are working in, press Ctrl+E. In 2002, it wasn't really thought of in that way. It was beginning to change as high definition was coming in but that was in its infancy. You had completely different things to think about. Even then, we used way lower resolution, crunchier graphics for the TVs, even flatscreen TVs, because TVs blurred things somewhat. I used to work developing graphics for PC and TV screens in 2007/8. These days, there's not much difference, but 15 years ago, TVs were a very different beast. Console games are designed to be shown on television screens, not PC monitors. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world. ![]() Secondly, Bustin' Out was a console game. Named Game of the Year by over 50 publications, Valve's dbut title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Yeah, a lot of the base game textures, particularly for clothing and hair, are horrible.
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