Nash wrote:Ahh looks like I ran into this too (using NormalNx at x4). There's a visual mismatch there between the texture on the tree model VS everything else in the world.
As for the question - I think they should, if only for unified behaviour. Whether it makes sense for the model or not is not the engine's responsiblity but the user.
But if options would be offered - I won't complain. As for where and how (on the MODELEDEF? Per texture in TEXTURES?), I have no preferences. Anywhere is fine.
I tried my heavy graphics mod with latest stable GZDoom (4.4.2 x64) and realized, that GZDoom takes 8GB of RAM (and this is not the limit - harder gameplay scenarios can consume more RAM)
I bet this is becauze XBRZ4x is applied to big hires textures/sprites, which don't require scaling
So personally I prefer next options:
1) HQ rescale all textures
values: on, off, mod defined
2) dont HQ rescale textures with more than X pixels count (on, off)
pixels count (integer)
3) dont HQ rescale textures with more than Y width (on, off)
width (integer)
4) dont HQ rescale textures with more than Z height (on, off)
height (integer)
5) dont HQ rescale textures, which are mentioned in texture black list file in the mod (on, off)
6) HQ rescale only the textures, which are mentioned in texture white list file in the mod (on, off)
By saying "textures" I mean textures, sprites, patches etc (at least which are located in HIRES folders/subfolders)
[quote="Nash"]Ahh looks like I ran into this too (using NormalNx at x4). There's a visual mismatch there between the texture on the tree model VS everything else in the world.
As for the question - I think they should, if only for unified behaviour. Whether it makes sense for the model or not is not the engine's responsiblity but the user.
But if options would be offered - I won't complain. As for where and how (on the MODELEDEF? Per texture in TEXTURES?), I have no preferences. Anywhere is fine.[/quote]
I tried my heavy graphics mod with latest stable GZDoom (4.4.2 x64) and realized, that GZDoom takes 8GB of RAM (and this is not the limit - harder gameplay scenarios can consume more RAM)
I bet this is becauze XBRZ4x is applied to big hires textures/sprites, which don't require scaling
So personally I prefer next options:
1) HQ rescale all textures
values: on, off, mod defined
2) dont HQ rescale textures with more than X pixels count (on, off)
pixels count (integer)
3) dont HQ rescale textures with more than Y width (on, off)
width (integer)
4) dont HQ rescale textures with more than Z height (on, off)
height (integer)
5) dont HQ rescale textures, which are mentioned in texture black list file in the mod (on, off)
6) HQ rescale only the textures, which are mentioned in texture white list file in the mod (on, off)
By saying "textures" I mean textures, sprites, patches etc (at least which are located in HIRES folders/subfolders)