TGA or JPEG ?
Moderator: Moderators
TGA or JPEG ?
Hello All
I have made a skin pack and changed a few textures from tga to jpeg ... this saves a lot of space. The shader didn't have to be updated.
And the skins work perfectly.
Is there a rule for using tga when jpeg works too ?
Thank you
using psp(mac) and gimp(pc)
I have made a skin pack and changed a few textures from tga to jpeg ... this saves a lot of space. The shader didn't have to be updated.
And the skins work perfectly.
Is there a rule for using tga when jpeg works too ?
Thank you
using psp(mac) and gimp(pc)
Yeah true
A skin I downloaded had a tga shader and a jpeg texture. That's what made me check this out. I reduced the size of the skinpack from 25mb to 9mb by converting large tga files to smaller jpegs. Haven't noticed a loss in detail or quality.
That's why I was wondering if there was some sort of rule for using tgas instead of jpegs. I don't want to end up crashing the server or causing a conflict in any way.
Thank You for answering
Respectfully
A skin I downloaded had a tga shader and a jpeg texture. That's what made me check this out. I reduced the size of the skinpack from 25mb to 9mb by converting large tga files to smaller jpegs. Haven't noticed a loss in detail or quality.
That's why I was wondering if there was some sort of rule for using tgas instead of jpegs. I don't want to end up crashing the server or causing a conflict in any way.
Thank You for answering
Respectfully
-
Rookie One.pl
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I do.

quake3-1.32b/code/renderer/tr_image.c wrote:Code: Select all
if ( !Q_stricmp( name+len-4, ".tga" ) ) { LoadTGA( name, pic, width, height ); // try tga first if (!*pic) { // char altname[MAX_QPATH]; // try jpg in place of tga strcpy( altname, name ); len = strlen( altname ); altname[len-3] = 'j'; altname[len-2] = 'p'; altname[len-1] = 'g'; LoadJPG( altname, pic, width, height ); }
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
the canuk skin shader in city nights final :
jyd_tunic
{
qer_editorimage textures/flak/forces/jyd_tunic.tga
{
map textures/flak/forces/jyd_tunic.tga
rgbGen lightingSpherical
}
}
jyd_pants
{
qer_editorimage textures/flak/forces/jyd_pants.tga
{
map textures/flak/forces/jyd_pants.tga
rgbGen lightingSpherical
}
}
jyd_boonie-tops
{
qer_editorimage textures/flak/forces/jyd_boonie-tops.jpg
cull none
{
map textures/flak/forces/jyd_boonie-tops.jpg
rgbGen lightingSpherical
}
}
jyd_boonie-sides
{
qer_editorimage textures/flak/forces/jyd_boonie-sides.jpg
cull none
{
map textures/flak/forces/jyd_boonie-sides.jpg
rgbGen lightingSpherical
}
}
jyd_face
{
qer_editorimage textures/flak/forces/jyd_face.tga
{
map textures/flak/forces/jyd_face.tga
rgbGen lightingSpherical
}
}
jyd_tunic_c
{
qer_editorimage textures/flak/forces/jyd_tunic.tga
{
map textures/flak/forces/jyd_tunic.tga
rgbGen lightingSpherical
}
}
jyd_blank
{
qer_editorimage textures/flak/forces/jyd_blank.tga
{
map textures/flak/forces/jyd_blank.tga
rgbGen lightingSpherical
}
}
45holster_jyd
{
qer_editorimage textures/flak/forces/45holster_jyd.tga
{
map textures/flak/forces/45holster_jyd.tga
rgbGen lightingSpherical
}
}
sv_jyd_sleeve
{
qer_editorimage textures/flak/forces/sv_jyd_sleeve.tga
{
map textures/flak/forces/sv_jyd_sleeve.tga
rgbGen lightingSpherical
}
}
i'm not f****** angry, i'm from philadelphia .







