unremarkable player Posted March 24, 2015 Report Posted March 24, 2015 You really need to save to JPG before you export to vtf, and your jpeg images should be < 100kb in size. You can use bump and normal maps to bring detail to a model, you can also use decals, which are probably more appropriate. FMPONE talked about using less noisy textures earlier this year and used Mirage as an example. I think that's valid here where you could get away with using basic, low detail textures with decals over the top. That should save some space. But if your textures are taking up 400MB of your 600MB+ file, you're still way over budget. You need to look at the size of the props, how much detail, how many different textures you're using etc. as well as your brushes, because it all takes up space. Like you said, your non-pakratted file is under 30mb, but pakratted, it's over 600mb. It isn't practical to do any testing until you sort those out. Quote
Skybex Posted March 24, 2015 Report Posted March 24, 2015 You must be saving them as uncompressed because a 1024x vtf should only be 683kb. esspho and Squad 2 Quote
Squad Posted March 24, 2015 Report Posted March 24, 2015 Also, make sure the textures don't have an alpha channel if they're not supposed to have one (as this will double the texture's filesize). This is something I did wrong on a bunch of textures for zoo and it ended up saving us dozens of MB to bring the filesize down. Quote
esspho Posted March 24, 2015 Report Posted March 24, 2015 You must be saving them as uncompressed because a 1024x vtf should only be 683kb. this Quote
unremarkable player Posted March 24, 2015 Report Posted March 24, 2015 (edited) If you're using photoshop, just make sure that you save as compressed without alpha channel, same with gimp. Edited March 24, 2015 by unremarkable player Quote
caz674 Posted March 26, 2015 Author Report Posted March 26, 2015 Cheers guys got the files alot smaller now. Did a new prop as a test 400kb for diffuse and 560kb for normal + spec in alpha channel. That sound normal ? Quote
unremarkable player Posted March 27, 2015 Report Posted March 27, 2015 You want to try to avoid making as many unique textures and props as possible, reuse what you can. Use sprites to make up the difference, or use alpha blends on displacements. So take 600kb and multiply it by the number of textures you have. Then add the entire size of the model directory where your custom props are located. You should be putting them in your own directory, not the existing game directories. This should give you an idea of how large your assets are. Anything close to or over 150mb - shrink it down! Quote
Klarkie8 Posted March 16, 2017 Report Posted March 16, 2017 Damn, it looks like official a lot. But yeah, this map they are both very similar. Quote
Finn Posted March 16, 2017 Report Posted March 16, 2017 supercool dude 1 hour ago, Klarkie8 said: Damn, it looks like official a lot. But yeah, this map they are both very similar. i don't think so, His A Spot is much nicer ^^ Quote
Jake. Posted March 21, 2017 Report Posted March 21, 2017 That's a feelsbadman, Valve stole your map idea.. Quote
Vaya Posted March 21, 2017 Report Posted March 21, 2017 Venice is a highly unique theme. I've never seen it before in a videogame. text_fish, SirK, poLemin and 6 others 9 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.