#320X200X256 IN 3DS
7 messages in this thread
I am writing a game and want to use 3ds graphics – Things look really cool in
svga but i am using vga for my game. Why does 3ds look as dreadful in this
mode? The commercial games dont seem to have this problem!
Thanks
Mark
What exactly do you mean by "dreadful", Mark?
If you can be a bit more specific about your problems, I'd like to try to help
you.
-Alan
Well basically,
If i render in 640×480 my pictures look cool but 320×200 or less look bad, u
can
barely see the image and it is very bitty – pixelated. Any ways of improving
the
quality?
Let me ask you, Mark, do you have an example of a 3D-rendered 320x200x8-bit
image that you consider acceptable? Could you use it to explain to me exactly
what 3DS is lacking that other programs seem to be able to accomplish in this
lower resolution and bit-depth?
As you no doubt have noticed, the lower resolution and color depth MCGA display
mode has only a quarter of the pixel definition and a fraction of the colors as
a 640x480x24-bit image. As RonL pointed out, it sometimes takes a little
planning WRT color palettes and scene creation to optimize your rendering to
look as good as possible in this display mode.
Many entertainment titles have been created with 3DS in this display mode with
quite acceptable results, although all but the real-time rendering ones (a la
Doom, etc.) seem to be going the SVGA route.
Maybe your problem is as simple as a palette adjustment or a problem during the
color-cut. Does your 320×200 image have the exact same colors as your 640×480
image? If so, and it still looks very bad to you, I'd probably need to see it
to comment further.
Good luck!
-Alan
Mark,
In addition to Alan's comments there are things that just will not be
recognizable at 320 by 200. Small detail and/or text, after going through
3DS anti-aliasing will just not work. There is just not enough object
substance in proportion to anti-aliased edge. After awhile you can get a
feel for this and may be able to clean-up or add small text or detail after
the render with Ani Pro.
A project a couple months back called for a motion blured slogan entering the
screen and comming to rest. Just didn't look CRISP enough when still, so I
replaced the _at still_ slogan with text from Ani Pro.
FWIW,
Ralph
I, almost exclusively, do 320x200x256 graphics in 3DS and it can look very
good. Palette is important, and if you use too many colors in an animation the
256 colors will not be enough. Keep using 3DS and you'll probably figure it
out, and there are plenty of people around here to help out.
As Alan said, if you'll be more specific about your problem, I'm sure some
one will come up with an answer.
– Ron
<<Things look really cool in svga but i am using vga for my game.>>
The resolution 320x200x256 is the same irrespective of whether you use SVGA or
VGA. I think you may be having palette problems. Use "Medium" when creating the
palette for animations.
DaviD "infinity x infinity x 16 colours "GouID