ALL: Texel rates and reasonable file sizes

Texel rates and reasonable file sizes
Texel rates are the amount of pixels spread over a set space on a polygon. This exact value is set by the creators of the game and is usually listed on a game guide for modding.

For Planet Coaster the starting texel rate is 256 x 256 over a 1 meter square. This size gives you a good starting point for textures as most artistic materials can give you a good result without to much blur. That said, the minimum size you can use is 16 x 16 and the maximum is 2048 x 2048. When it comes to file size, the larger the texture you use on your object. The larger your file size of your object will be. As a artiest if your detailing works with in the 256 -512 range that is a good radio to stay in. For solid flexi objects you can go down to 16 x 16 as this texture will be repeating over your object.

While you can use the maximum size texture to get the best resolution out of your project it isn't really necessary and can cause users to experience problems with the object if its used 100s of times. best practice is to think reasonably and try to think how your object will be used in game.

Example:

If we created a replica of a Greek statue. this item will more then likely be used 1 or 2 times in game and will be seen up close. We could go all out with the largest texture size because this particular object isn't meant to be part of a building.

How ever if we built a window frame to fit a generic theme. There is a good chance users will use that object 100s of times through out there parks. In this case we want to make the texture size reasonable. This object will more then likely be view at a distance mostly and wont really pick up any detail. So using a happy medium is grate for this type of object.

All in all the final say is up to you as the creator, use practical scene when texturing your object and think about how your object might be used by your subs.