Targetware: 3D Dev Guide
Texturing and Texture Maps
The Targetware engine uses textures in TGA (targa) format. If you are working on your own, there are no hard and fast rules about the number of textures you can use. The maximum size of your texture maps may be limited by your graphics card. However, each player can set a maximum texture size in their config file, and the Targetware engine will automatically resize textures to match. Texture files should be of regular sizes, such as 128x128, 256x256, 512x256, 1024x512, etc. You may get mixed results with non-square textures.
Note:
Much of the content in this section is specific to the Target Rabaul and Target Korea systems, you can choose to ignore it if you are building for your own game, but be aware that the standards below were designed to balance performance, visual appeal and download size.
Target Rabaul Texture Limits
For the external model, map everything to 2 texture files, no more. Texture files should be 512 pixels by 512 pixels in size, 32 bit color. Floatplanes may use a third texture map, 256x256, for the floats, if required. There are no exceptions to this rule.
| |
Texture Mapping Summary |
| |
Texture file format: | TGA (targa) |
| | Size of textures: | 512 pixels x 512 pixels |
| |
Number of texture files allowed: | 2 |
| |
Alpha layers allowed: | No |
Target Korea Texture Limits
For the external model, map everything to 2 texture files, no more. Texture files should be 512 pixels by 512 pixels in size, 32 bit color. Floatplanes may use a third texture map, 256x256, for the floats, if required. There are no exceptions to this rule.
| |
Texture Mapping Summary |
| |
Texture file format: | TGA (targa) |
| |
Size of textures: | 512 pixels x 512 pixels |
| |
Number of texture files allowed: | 2 (3 for B-29 size bombers) |
| |
Alpha layers allowed: | No (1 sheet with alpha allowed for B-29 size bombers) |
|