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would 1200+ pixel mob texturemaps lag the game


Kiljaeden053

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That depends on the hardware its running on.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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As a personal note whenever it comes to textures of anything, always try to use the smallest size possible to represent your entity (e.g. 64x32 is the smallest for most entities). You can then ship another resource pack with your mod that displays the high quality textures. This negates the issue of lag from older model cpus/gpus when loading your mod.

 

As a side note, avoid using non-powers of two in your texture. It causes some fun math issues when scaling the texture. With a ratio of 1:1.1953125, making smaller textures might as well be difficult when mapped. In this case, the smallest texture I could make is a 153x128 texture.

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17 minutes ago, ChampionAsh5357 said:

 fun math issues 

Hehe good one.

 

The thing is the model is quite large and detailed. so a 32 X 32 wouldn't be enough.

My solution is that to make a second layer of texture for the eyes but with  higher resolution. the whole body doesn't need that much detail anyway.

 

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2 minutes ago, Kiljaeden053 said:

My solution is that to make a second layer of texture for the eyes but with  higher resolution. the whole body doesn't need that much detail anyway.

That could be handled by a LayerRenderer so that you can split the texture to differentiate the two resolutions easier.

3 minutes ago, Kiljaeden053 said:

32 X 32 wouldn't be enough.

Fair enough, you just want the smallest size you can so that it can run fluently for anybody who's using your mod.

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