Project Zomboid

Project Zomboid

[B41/B42] Every Texture Optimized
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DonKaiStorm 30 Dec, 2023 @ 4:05pm
How does this mod work?
I'm new to Project Zomboid (just downloading it now because of the Winter Sale), but I am genuinely curious how this was done. The only thing I can think of is maybe reducing the number of colors used in each texture, so that each image uses less bits to store each texture. But to get a roughly 80% decrease in size makes it seem like that wouldn't be the case (or at least not that drastic of a decrease).

I plan on getting familiarized with Project Zomboid first before using this mod, but I am looking forward to seeing the difference that this can make when I get to that point.
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Maxene 4 Jan, 2024 @ 9:34am 
I will have an answer for you as my gigabrained friend is explaining to me now.
CB 2 Mar, 2024 @ 8:43pm 
Originally posted by Maxene:
I will have an answer for you as my gigabrained friend is explaining to me now.
That must be one long explanation.
Maxene 3 Mar, 2024 @ 5:34am 
Originally posted by CB:
Originally posted by Maxene:
I will have an answer for you as my gigabrained friend is explaining to me now.
That must be one long explanation.
TBH Gonna be 100...

I forgor


But basically, it's compression. It's like... super compression wizardry ♥♥♥♥.
Maxene 3 Mar, 2024 @ 8:34pm 
you can hunt through all the pixels in an image, and every pixel that's "close enough" to the colour value of another pixel, you can assign both of them a median between the two, and store that as a single value that gets referenced for many simultaneous pixels And you can reconstruct the full image from that with it still being fairly high quality, while taking up a lot less memory space (I'm technically lying because it's way more complex than that, and involves a fast fourier transform encode/decode process, but it's not necessarily inaccurate to describe it the way I did)
maceleet  [developer] 7 Mar, 2024 @ 4:20am 
In general, in large games such as Fallout optimization is made in such a way that the further you move away from the object the easier it becomes its polygon and texture and vice versa.
In the case of our game everything is not so. Textures and models have a constant memory value and not adjustable depending on the need.
My task was to reduce this memory, and create a choice depending on preferences.
And in the last update I not only offered reduced memory of textures but also improved them. Thus making them better than they were originally. While maintaining the original look.
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