The vehicle camouflage textures are saved as DXT5 instead of DXT1. DXT1 would be the correct format for textures that don't use any alpha. Having them saved as DXT5 is doubling the file size wasting some texture memory on a blank 8bit alpha channel. The normal maps are fine because they are actually using the alpha channels. A very minor thing but I thought I should point it out being as a lot of empires players probably only have 256mb cards lol. EDIT: It seems this problem is only on the nf vehicles. Deleting the blank alpha channel and recompressing the NF vehicle camo textures as DXT1 from the lossless source files would be best I guess.
Sorry to dissapoint ya, but Mootant removed camo for reasons unknown to the common man. But fix it anyway, who knows maybe they will add it back in.
I think I should be able to convert these to DXT1 without quality loss. EDIT: Just converted them, it saves about 24MB. Here are the converted textures if someone wants to test/commit them. http://dl.dropbox.com/u/2000188/nf-vehicle-camo-DXT1.7z Would prefer it if someone who knew what they were doing better than me converted them or at least check I did them right though.
It doesn't seem like a lot, but if you're playing Empires with a 256MB card, that's almost 10% of your video memory wasted right there just for one side's vehicles.
Don't forgot that half of the player base will have like 2GB of ram, single core cpu and 256MB cards.... I wonder if there are any more textures like this.
Cyberkiller--Can you check the side images of the vehicles that are used in the vehicle factory display? I think they are probably saved wrong aswell but arent sure. Also it is set to generate mipmaps but not to use them, surely that is wasting more memory? I'm not too sure about these things myself so havnt changed them before