Hello.
I'm trying to create a custom face to a online game server, and for the possible 100kb restriction that server holds
I've stumbled upon a problem.
I've made a 1024x1024 custom face template and compressed it to just under 100kb .jpg-file (not touching the resolution, only image quality-slider when saving the picture).
Now jpg's seem to be hard to control when getting the colors right, always too bright, and if this is being compensated with
darker colors in image editing software the colors seem to start to fade away in-game the darker color is applied.
See picture below:
Converting to .paa is a solution on it's own what comes to getting the colors right, but what is with the compression?
So, as the topic already states, I converted this jpg-file that was already under 100kb limit to a .paa with TexView2 and ended
up having over a 600kb-file to use. Goes without saying, it's a no-go.
Then why are the 512x512 and 256x256 .jpg's being compressed, if I recall right 512 had a file size of something over 250kb-> converted to .paa with a file size of ~140kb, just a TAD over the limit.
And 256 went under 100kb in jpg-format, and converted to .paa it's 45kb!
I'm not intending to use 512 or 256 resolutions unless it's a 'you have to', because those are losing all the detail.
Editing to .tga or .png usually end up with a larger file size but converting to .paa has the same file size as converting from jpg.
Any suggestions how to use TexView2 properly, or advice how to properly configure compression?
Anything that comes to mind???
Might as well put some tags here (without understanding how a modern days Google search is working :P), hard to find any information about what I'm dealing with:
TexView 2, TexView2, compression, converting, custom face, Arma 2
Greetings:
Amontieri
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