• Hey, Guest!

    XenForo 2.2 is coming soon, it's bringing many new features such as a PWA app for OG etc. It also comes with the drawback of more costs to update themes/some addons. It'll also remove access to some older browsers which'll suck but these shouldn't be used as their security sucks.

    With the costs already looming we decided to improve OG's look with a new fancy theme that gives OG a more gamer feel. This has cost us only slightly more than it would have cost to renew the current theme and runs alot nicer.

    You can beta test it here: Linky. (Please note only dark is live, light will come once issues are ironed out.)

    If the current theme breaks on update we will end of life it, but we'll make something looking similar based on the default free theme so don't fret!

New PS3 Game - Fursan al-Aqsa - Knights of al-Aqsa Mosque

arromdee

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If houris are actual human women, Islam must be awful for women--you die and you are rewarded by being stuck in some guy's harem.

If houris are not actual human women, this is the supernatural equivalent of being given sexbots.
 

udkultimate

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If houris are actual human women, Islam must be awful for women--you die and you are rewarded by being stuck in some guy's harem.

If houris are not actual human women, this is the supernatural equivalent of being given sexbots.
Man, you are funny :D:D:D

Hello mate. Don't take things that seriously, in the end, this is just a game. I am making these kind of advertising just as a way to make players feel immersed in my game's universe.

Also I think there are other places better to discuss about religion, and I am well aware that many islamic concepts may seem strange (and weird) to non muslims, but everything can be changed whenever a person studies islam in it's entire not only some parts of our religion.

If you have interest, this is one of the best sites about Islam directed for non-muslims:


About Islam being awful for women, no my brother, you are wrong. This can be an extensive topic to discuss, and as I said, this is not the best place to talk about it. But about your specific question. Yes, Houris are actual women, women of Paradise, created to be companious (wives) of the pious, the men who will enter paradise because of their good deeds (one of them is dying in jihad, in battle for protecting the muslims and muslim lands against the oppressors).

Islam says that the beauty of the houris is like nothing ever seen by human eyes, their smell is more sweet than all flowers of the earth, that even if you would join all the most beautifull women of the earth, none of them will have nor a piece of the beauty of just one Houri.

As for the women, the piuous woman who will enter into paradise because of her good deeds, her beauty will be even greater than the beauty of the houris.

Whoever we muslims, long for paradise, not just to "be given supernatural sexbots" :ROFLMAO: :ROFLMAO: :ROFLMAO:

Here follows some description of the Paradise, from the Holy Quran (our Bible):

“And give good tidings to those who believe and do righteous deeds that they will have gardens [in Paradise] beneath which rivers flow. Whenever they are provided with a provision of fruit therefrom, they will say, ‘This is what we were provided with before.’ And it is given to them in likeness. And they will have therein purified spouses, and they will abide therein eternally.” (Q. 2:25)

“Their Lord gives them good tidings of mercy from Him and approval and of gardens for them wherein is enduring pleasure. [They will be] abiding therein forever. Indeed, Allah has with Him a great reward.” (Q. 9:21-22)

“Indeed, those who have believed and done righteous deeds – their Lord will guide them because of their faith. Beneath them rivers will flow in the Gardens of Pleasure. Their call therein will be, ‘Exalted are You, O Allah,’ and their greeting therein will be, ‘Peace.’ And the last of their call will be, ‘Praise to Allah, Lord of the worlds!’” (Q. 10:9-10)

“Those will have gardens of perpetual residence; beneath them rivers will flow. They will be adorned therein with bracelets of gold and will wear green garments of fine silk and brocade, reclining therein on adorned couches. Excellent is the reward, and good is the resting place.” (Q. 18:31)

“…the chosen servants of Allah. Those will have a provision determined—fruits; and they will be honored in gardens of pleasure on thrones facing one another. There will be circulated among them a cup from a flowing spring, white and delicious to the drinkers; no bad effect is there in it, nor from it will they be intoxicated.” (Q. 37:40-47)

“[Other] faces, that Day, will show pleasure. With their effort [they are] satisfied. In an elevated garden, wherein they will hear no unsuitable speech. Within it is a flowing spring. Within it are couches raised high and cups put in place and cushions lined up and carpets spread around.” (Q. 88:8-16)


Cheers

-----------------

Edit:

Houris are not women from the earth who will be stuck forever on to a guy's hareem :ROFLMAO: :ROFLMAO: :ROFLMAO:

Houris are creatures in form of women, created in Paradise for the pious men who will enter there.

Cheers!
 
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udkultimate

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Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics

In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.

 

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any updates Yoo
Hello mate.

First of all thanks for the interest in my project. I know there are almost two weeks without any updates, but be sure I am working, and VERY Hard to finish and release the first episode untill the end of this month.

However, because I have published about my game on almost 100 sites, which I need to keep updated, I only publish whenever I have some significant updates.

But here on twitter (https://twitter.com/UdkUltimate) and also on IndieDB (https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque) I always post at least a new screenshot of some feature I am developing/improving.

From since my last update about the Weapons, I have done basically two things.

I created a new custom AI Class especially for knife kills game mode. Now you can approach the enemy from behind without being spotted, however, if you touch the enemy, or stay a long time behind him, he will realize it and shoot at you. This was done mixing Kismet (the Blueprints of UE3) with UnrealScript. I even created a custom field of view to the enemy using a trigger volume.









Also, I am remaking the Knife Kills System, with updated character animations and a brand new camera animation, on the best Mortal Kombat X style. It even has the X-Ray effect!

 

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thanks for the update Yoo. i can't wait to play this game on xbox 360. and hoping that realmodscene.com adds this game to LiNK~ also. keep up the good work. thank you. you have a good day Yoo
 

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thanks for the update Yoo. i can't wait to play this game on xbox 360. and hoping that realmodscene.com adds this game to LiNK~ also. keep up the good work. thank you. you have a good day Yoo
You are very welcome my friend. Yeah, each episode will come with a PS3 and Xbox360 build to play on RGH (Xbox) and CFW or HEN (PS3).

I hope you all will have fun playing my game.

I was thinking on releasing those test maps (with blue/white checkboard) from since last week, for people test the game, however, I think that these don't reflect the final game quality and may even harm this project.

As I said before, I will ask a very small value (something like U$ 2.00) for each episode, because I am in strong need to earn some profit (my financial conditions are very bad at the moment). So it's for that reason that I prefeer release each episode on it's complete state, with fully textured maps, animations, mission objectives, and so on, for making this game worth the price. I know that even for a small price like this, people want a complete product, a fully working game, not just a "developer" bugged version of the game.

I hope you all understand the reason why I delayed a while the release of this game.

Thanks guys for all this support and interest on my game.
 

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Hello guys,

Some new updates here, I hope you all enjoy.

Fursan al-Aqsa Episode 1 Coming in May 10th 2020!



Fursan al-Aqsa - Blades of Revenge Trailer

You, Brave Hero!

Get your knife and seek your revenge... The blood of the oppressed is calling you...

Join the Resistance!

Watch the trailer:

 
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Arcadia

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FYI, Doomguy's great-great-grandfather is Blazkowicz from Wolfenstein.
 

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FYI, Doomguy's great-great-grandfather is Blazkowicz from Wolfenstein.
Yeah bro, I would like to add many current-game's heroes, however, I won't do this, the community needs to do it through the modding tools. To stay in a grey area, I am just using free custom UT3 (Unreal Tournament 3) Characters Skin MOD's which exist from since 2008 on the web. These skin mods were not made by me.

I can't rip in example, Blazkowicz and include on my game. This would be clearly copyrights infringement. But if another person does it after I release my game, that would be fine, because game MOD's exist from since the beginning of gaming.

I will include the original UDK Engine Build from May 2011, which my game's engine is based on, so anyone will be able to easily create (rip) other game's character and add them on my game. I will include the step by step on how to create a custom skin for my game.

Cheers!
 

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Finaly accomplished another task of the roadmap towards the release of #FursanAlaqsaGame. I did remake the game's menu, and I am very proud of the results. This was done in Scaleform (Adobe Flash CS4) and 3dsmax, the code behind it is ActionScript (Flash) and Unreal Script (UE3). I hope you like it.

 

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Before going to the last step of my dev workflow (finishing the campaign maps), I just wanted to assure that everything which I have done until now, especially the latest game updates, work flawlessly on consoles (Xbox360 and PS3). Here you can see the Weapons Showcase Testmap running flawlessly and smoothly on my RGH Xbox360.

* Sorry for the video quality, as I am using an Easy Crap lol!


 

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Here is the game running on PS3 HEN (3.0.1):

 

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Fursan al-Aqsa Dev Blog #10 - Updated UI - Scaleform Showcase



Hello there! New update here.


On this video I show off the finished UI (User Interface) of Fursan al-Aqsa, including a basic options menu, pause menu, and a very beautifull "Game Over" screen.

The UI Design was created in 3dsmax + Photoshop + Scaleform (Flash CS4).

The programming was done in Action Script 2.0 + Unreal Script.

I always try to make things as simple as possible. I always like to begin over a working framework instead of doing from scratch.

In the case of my game's UI, I opted to use the default UDK Engine Scaleform (Flash) UI, which came and works outside the box, however, I did customize it a lot, to give my own artistic touch.

The Scaleform framework is a very advanced UI solution by Autodesk, and it was used on many blockbuster games like Grand Theft Auto V and Borderlands 3


GTA V Options menu (done with Scaleform)


Bordelands 3 Complete HUD (done with Scaleform)

About the Options Menu
, because my game runs smoothly even on the most modest of PC's (ignore the video lag, it's because bandicam capture software uses a lot of my PC's CPU and Memory), I decided to don't add options to reduce the game's graphical quality (model detail and texture size). I made it on the highest quality my PC can handle (also PS3/XBOX360). So the game run using the full quality of the assets (models and textures).

About Video Resolution, as I wanted a standard framework between PC and Consoles, I decided to add only 2 Resolutions Options, which are 720p (1280x720) and 1080p (1920x1080), as both resolutions are supported on PS3 and Xbox360. Anyway, is very easy to manually change the resolution to any value by just editing the ini files (I will include a README), however, the minimum resolution for the game is 720p and all my UI Assets are in 1080p, so that means, if you run the game in 4K, in example, the UI may look blury, and on a resolution lower than 720p, the UI will be stretched. Sorry for this, but UDK/UE3 don't support responsive UI Layout. I think UE4 supports because you can create UI in HTML5.

About Audio Options, I was not able to add a volume slider control (it was going to be VERY HARD and troublesome), however, I have done something more simple, which works and has a purpose. Many people who don't understand Arabic, want to have an option to turn off the game's nasheeds (arabic musics), letting only the sound effects (many claimed that this way the game would look more realistic). So I added this option, a simple button to turn off and on the game's music, letting only the SFX playing. I have done a lot of testing, and even with music on, you will be able to hear all Sound Effects arround you, as I setup the music volume on a very low level, enough for those who want enjoy listening the music, without making it overcome the Sound Effects volume.

About Control Configuration, as my game's campaign mode will have many scripted sequences with specific keys assigned, I decided to don't allow changing the control's scheme (anyway, you can also manually change it only on PC by editting the ini files).

Whenever you pause the game, you will see the control's scheme. Also, something very cool, is that my game is 100% compatible with Xbox360 Controller (I think even XboxOne because it uses the XInput protocol). Just plug and play. Also, you can use ANY Gamepad (I am using Nykko Airflo) through a Xbox360 Controller Emulator (I will include it with my game). And the pause menu detects what input you are using to show you the controller configuration scheme. If you are playing on PC with a Keyboard and Mouse, you will see PC Keyboard Controller Scheme. If you are playing on PC with a Xbox360 Controller, it will show you the Xbox360 Controller Scheme. And if you are playing on Consoles (PS3 or Xbox360), it will show the console's controller scheme (Playstation 3 Controller and Xbox360 Controller).

I hope you all enjoy it (as I am very happy with the results).

Cheers and until next update!
 

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Now I am working on a new map for my game, based on Camp Filon, an Israeli Military Base located on the Golan Heights on the Syrian Border. This is not a replication of the real place, because I am using many Marketplaces Assets (models and textures purchased from sites like Turbosquid, Unity Assets Store, Unreal Engine Marketplace, and so on) to build this map. However, I am trying my best to make these maps have at least a similarity with the real locations.

This mission will be on the best Metal Gear style, you need to invade the enemy base at night, eliminate them without being spotted. I am also doing uniform (cloth) variations for the game's protagonist, Ahmad al-Ghazzawi, just to fit the mission. For this mission, the player will be wearing a black uniform to be like a shadow on the darkness, to be a trully nightmare for his enemies. It's just a comestic thing, but I think it adds that extra degree of polishment to my game (soon I will showcase).







 

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Hello mate. Congratulations!!! You are lucky now. I imagine after some years my project UDKUltimate will so coveted, wanted just like Gears of War 3 Source Code :D :D :D :D

Man, I deleted because EPIC Games asked for me to delete it. They got aware of it, they were monitoring me from a long time, I think from since the beginning. So they kindly asked me (through an attorney, Cease & Desist Letter).

However, they were awesome with me, they gave me an Oficial Unreal Engine 3 License, a specific license for me, on which they authorized me to use my modified version of UDK Engine for developing and publishing my game on all plataforms I added support (PC, PS3 & Xbox360).

Now I am using my custom UDK Engine for my game, and I have made a LOT of other changes (improvements) for this game I am developing, especially fixing and adding new features for the split screen multiplayer mode.

In original UDK, split screen multiplayer does not have a complete HUD for player, because the UDK HUD is in Flash (Scaleform), and Scaleform does not work on split screen.

So I manually converted the UDK Standard HUD System from Flash to Canvas (the legacy UT3 HUD System), however I made it look almost identical to the Flash HUD.

Also I added a lot of gameplay features for my game, like a HeadShot system, with a counter, because I am adding some cool missions, which I call Special Ops, they are not linked to the campaign mode, they are kinda side missions for fun, like perform at least 15 headshots on a map with 20 bots.

There is a lot of stuff behind the scenes. I plan to release soon a Free Gameplay Demo for anyone test and have a feel of my game.

Cheers!
What exactly was wrong for them to shut you down completely or perhaps you are only talking about PS3 and Xbox 360 versions ?

One thing, i think your so called commercial design is a bit too rough. I can perfectly understand that some people are being frustrated seing that (im not personally).
 
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Wow, this is not my kind of game, but congratulations for working so hard on this. It is looking amazing!

I consider games as art and being an art it's very important to see different points of view! Everyone should be respected by their beliefs.
 

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Wow, this is not my kind of game, but congratulations for working so hard on this. It is looking amazing!

I consider games as art and being an art it's very important to see different points of view! Everyone should be respected by their beliefs.
Thanks man for the compliments! It means a lot for me, as I am dedicating the last 3 years of my life on this game (from since 2017).

I hope everyone enjoy this game when I release it, very soon!

--------------------------------------

Fursan al-Aqsa Dev Blog #11 - Maps Showcase - Camp Filon









Click here to see more Screenshots:

Click here to see the Video Showcase of this environment, without gameplay (to avoid spoilers :D):

Hello my friends!

Sorry for the looooong delay without posting updates. Even though I did not post here on the forums, however, I am very active on twitter, and most important, I have been working VERY HARD on this game, and will show you now some important updates and informations.

First of all, I want to apologize about the release date for Episode 1 of my game. I was planning to release on may 10th because I want to send my game to Brazil Independent Games Festival (BIG), and it had a deadline for sending the game until may 11th, so I was decided to release the game one day before it, on its current state.

As everyone knows, because Coronavirus, all the major gaming events were cancelled, and the same with BIG Festival. Now the deadline was extended until November.

So I continued to develop my game, and build the maps (the last step on my game dev workflow). I spent the last year of 2019 working on the programming and characters animations, and from since 2018 I did not build a new map for my game (I was only building small testmaps for testing the programming and animations). So I began to build this map, Camp Filon, and I have done an upgrade on my maps building workflow, and I was able to build this map under 10 days. Because this I realized that in one month I can complete, finish designing 3 maps, which means, 3 missions (for the campaign mode), and also some extra missions using these same maps with some time of day variations.

Then I came to the conclusion that would be a lot unfair from my part to release this game with only 1 map when I can add more content to make this game more playable and enjoyable by the community.

For all these reasons, I decided to delay the release of this game a bit more, maybe one month, or two (no more than this), for the sake of polishing this game, adding more content, and raising the overal quality, so Fursan al-Aqsa will live up to all this hype and the community expectations, maybe this can be one of the Best Indie Games of 2020 :)

I think I am not harming anyone with this delay, because I did not make any kind of pre-order (or the like).

I am very happy with the results, and this new map which shows the final game quality, is by far the best map I ever created in Unreal Engine 3, and the next maps will be even better.

Also another update, I did a complete revamp of the game`s website, made it very professional, with complete informations about the game, specs, features, and so on:




About the release itself, after thinking a lot, searching and re-searching, analysing various factors, I decided to go on my own even on the releasing and distribution of my game.

I will be skipping marketplaces like Steam, Itch.io, and other sites and will release it on my own website, a small ecommerce system I developed with PHP Cake Framework, integrated with Paypal IPN Payments (I am a web developers with +10 years of experience creating sites and e-commerces arround the web).

This is the virtual store for my game (you can`t purchase yet):




The reason is simple: Reduce my costs!

Steam is very expensive, 30% of revenue share, added to this, is the USA Government Withdrawal whenever Steam sends money from USA to my Bank Account in Brazil, that can reach more 30% (there is no Agreement between Brazil and USA regarding this fee). Last, but not least, is the Brazillian government`s fee for receiving money from outside brazil, which can reach from 5% to 10%. And adding to this problem, is the currency conversion, which today, 1 USD is almost 6 BRL!!!

So as you can see, Steam is no way for me. The only difference from Itch.io, is that their revenue share can be as low as 0%. Even then, there is still the 30% of Withdrawal and the Brazillian Fee (also the currency conversion).

For all these reasons, I decided to sell my own game on my own website. This site is 100% safe, as it uses SSL Encryption by Let's Encrypt and the payments are processed by Paypal. The purchase process is very simple, there is no need to even register on this website. Just click on the buy now button and you will be redirected to Paypal Checkout Page. You login to your paypal account and make the payment. After the payment is completed, you will receive on your email (registered at Paypal) a download link for the game you purchased. This link is temporary, and expires after 3 download attempts, or after 24 hours.

I know you can`t avoid piracy, and whoever wants to pirate my game will do it, regardless where I release it. It`s very easy to buy a game on steam, then just change some files and configurations, make this game a non steam game and distribute it free arround the web. I mean, steam does not avoid piracy. I personally don`t worry about piracy, because I know here on this community are awesome people who are going to support me by purchasing my game (it will be VERY CHEAP :D).

So, there is no reason for me paying all these fees to steam, whenever I can pay only 5% for paypal for selling my game, and nothing more.

Sorry for this long post, however, I hope you all understand me and stay HYPED with my game :D :D :D

Cheers and until next update (Jenin, the Camp of Resistance).
 

udkultimate

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Fursan al-Aqsa Dev Blog #12 - Performance Optimization for Consoles



In this article I explain the new changes I made to my custom UDK/Unreal Engine 3 to fix textures streaming on consoles and make the game run and render as intended on both PS3 and Xbox360.

Hello guys (and girls)!

After one intense week of work, headaches, distress, and almost throwing everything (my PC and my consoles) out the window :), I finnaly got that last map, Camp Filon, running smoothly on consoles, the way it was intended to run, as you can see in this video below:


Until now, all the gameplay features I implemented on my game, like Knife Kills, UI, Pause Menu, Game Over Screen, HeadShots Counter, and so on, if you see, I tested them on debug maps, empty maps, merely blocks, without texture, particles, or any effect. I mean, these scenarios did not represent how the final game will run.So, whenever I compiled the last map, Camp Filon, to run on PS3 and Xbox360, I discovered another bug, which I did not observe before. All the textures on the map were terrible blurry, I mean, indeed blurry to such extent that the visuals became horrible!!!

I know that consoles have much limited RAM memory than PC, and specifically PS3 and Xbox360, in rough terms, they have 256MB and 512MB of RAM, respectively.What was driving me nuts is the fact that the game run fine on PC, just on consoles the textures got extremelly blurry. After searching on legacy UDK Engine forums (https://forums.epicgames.com/udk) and on UDN Network (https://docs.unrealengine.com/udk/Three/WebHome.html), I began to learn more deep about Unreal Engine 3 on Consoles. The good of developing a game alone, is that it can be a true classroom for anyone. I myself, learned a LOT on this project. Specially, whenever I began developing this game, I did not know too much about Unreal Script Programming. Now, I learned a LOT, and I am able to do many things I could not do before.

Coming back to my journey, I discovered about Texture Pool in Unreal Engine 3, which, in rough terms, is kinda fixed memory space used for loading (streaming) textures to the screen. From what I understood (I may be wrong, but what matters here is that now it is working), Unreal Engine 3 throws all the textures currently loaded (which can be seen by the player view camera) inside this texture pool, and then it loads the mipmap of these textures as it is needed. The mipmaps here are kinda different versions of the same texture in different resolutions, to be loaded according the camera view distance, like, the closer the player view camera is to a texture, it will load a higher resolution of the texture, the further, it will load a lower resolution version of the texture. This is essential for performance.

So what was happening? The texture pool was filled up in consoles, so it was only loading the lowest resolution of each texture (16x16). The default Texture Pool Size in UE3 is 140MB, so I increased it to 200MB and voila! Problem solved! Not yet...

Again I compiled the map and did run on PS3 and Xbox360. It run beautifully and smoothly, with the textures on it`s full resolution, and the mipmaps loading correctly. However, another problem happenned, whenever I added the enemies on the map, it simply crashed the game on consoles with the error OUT_OF_MEMORY.

I was already entering into despair because this problem, however, my last try, was to compress all the TGA textures of this map in photoshop using the RLE algorithm. I created a small photoshop action script to batch compress all the 465 TGA textures (diffuse, normal and specular), and was able to reduce by almost half the total size of the textures. Before compression they were 576MB, and after they turned 278MB!!!

So this compression of textures compensated the increased texture pool size, allowing the game run, without crash, and with the mipmaps working flawlessly, as you could see on the above video.

Finnaly, I can use this new map as a template whenever building my other maps, as I know now that I need to optimize the maps as much as I can, and keep the maps size small, just like this, for the sake of performance, and gameplay.

Cheers and until next update.
 
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