During development of TINY METAL I ran into issues where large textures were only using R8G8R8A8, aka 4 bytes per pixel, instead of DXT1 or another compression format. I wanted these textures to use DXT1 or another compression format to save space so the full 32bits per pixel was un-usable.
In our case the solution was the pad the images outside UE4 to be multiples of 4 pixels. Note that using the in UE4 “Power Of Two Mode” padding offered in the texture settings did not allow the images to use DXT1. Instead I was forced to resize the images outside unreal before importing them.
If you are on my site based on my Microsoft posts then I should maybe mention that I now work in the Japanese games industry. Its a pretty cool industry.
Bit of a late update here but back in February I released Super Battlelands on itch.io
You can download it for free here: https://0x143.itch.io/super-battlelands
Thank you to Uberren Phillips for providing the art and making the game with me!
This is what Super Battlelands looked like as of end of September
During my Linux printing work on Google Summer of Code 2014 I started programming a turn based strategy game. Super Battlelands is a turn based strategy game with unit building and terrain control.
At my day job I work at a small english speaking mobile game contractor in Tokyo. When I get home I work on Super Battlelands.