Some words about the "compression" PyPRP does during the export.
Well, this compression is not compareable to JPEG or PNG compression, which depends on the content of the image.
The compression that is applied is either DXT1 (no alpha) or DXT5 (with alpha). And the size of the texture, when exported, does not depend on the content - only on the dimensions.
So, a 512 x 512 DXT1 texture for example always has the same size in bytes, no matter how it looks.
To get an impression about the size in bytes of your textures, just have a look into your texture cache folder below your dat directory. Those are the sizes in bytes finally exported (well, plus some bytes header inserted by PyPRP for the cache management (or other purposes?) - but those few bytes can be ignored). You will see that textures compareable in pixel size will have nearly the same file size. Grouped by alpha / non-alpha, of course.
By the way, using JPEG images does not help; even heavily compressed jpeg images will be converted to DXT1 for URU.
Regarding the "URU is designed for GPUs with 64MB Ram" rule: I assume that computers with 64MB video memory are really a minority now. It's my personal opinion that it's okay to assume that 128MB is the average lowest minimum today. But, as said: My opinion.
(Maybe we should start a "Which graphics hardware do you currently use for playing URU" poll thread? Somewhere. Maybe here.
I did such an attempt 4 years ago during Myst online in a german forum, and there was only one person using a 64MB card. And I doubt his computer still operates properly.)
Some techno-babble (not really needed to understand, just for reference):
http://en.wikipedia.org/wiki/S3_Texture_Compressionhttp://www.fsdeveloper.com/wiki/index.p ... _explained EDIT:
I forgot to answer this question:
bnewton81 wrote:What do textures effect? Like size of the overall age of course, but does that slow down performance or just take longer to download?
Normally, this just causes a longer download, or more precisely, load time for the age. EXCEPT the whole textures do not fit completely into the graphic card memory.
Re-using textures whereever possible (e.g. the same bark texture for multiple trees, just making them appear different with some vertex painting) does help a lot by the way.
Oh, and you might want to read this:
viewtopic.php?f=7&t=4099&start=30#p45838