CompuServe Thread

#320X200X256 IN 3DS

7 messages in this thread
#181717From: Mark EverettJul 24, 1995 3:59 AM
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
#181758From: ALAN IGLESIASJul 24, 1995 11:44 AM
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
#181808From: Mark EverettJul 24, 1995 3:36 PM
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?
#181910From: ALAN IGLESIASJul 25, 1995 12:52 AM
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
#181966From: Ralph F. FrantzJul 25, 1995 10:44 AM
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
#181790From: Ronald K. LussierJul 24, 1995 2:43 PM
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
#181986From: David GouldJul 25, 1995 12:56 PM
<<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