🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

One big vs smaller `stock' photos?

Started by
1 comment, last by LearFox 24 years ago
We''re currently creating graphics for a new game (for UNIX/X). It''s basically a flight simulator type game where moderate regional scenery needs to be created. Do players prefer one large `satelite photo'' to represent an entire region or smaller `stock'' photos to conceptualize terrain (rivers, cities, deserts, etc). Keeping in mind this is only a memory (not cpu) issue and one large photo means we need `authentic'' photos for each region (and there is a modest amount of regions, divived by `theaters'').
Tara Milana - WP Entertainmenthttp://wolfpack.twu.net/Comp graphics artist and programmer.
Advertisement
Couldn''t you just have one large Sattelite photo overlayed by smaller regional photos as you approach them? I feel that that would provide the maximum detail level, anyway.

LoRE
]LoRE[
Most commercial games use a large, medium or low resolution texture for an entire theatre overlayed with high detail textures in certain areas.

This topic is closed to new replies.

Advertisement