> For image format, why not using RAR compression on a > BMP ? With multimedia compression of the RAR > compression we got a ratio of 4 > 1. without quality > lost. There is also an another way to have very small > files : use 256 colors per bitmap which decrease a lot > the file size. Finaly there is the PNG format that > also use a compression without quality lost. 256 palletized/R3G3B2 version may be nice but useless for lightmaps. LPNG is really good - but very very slow to compress. Anyway, I will try more things. I am thinking about making this as an option to the designer - in level editor. A texture would hold a single byte information about what format it is. This would maybe include 8bit/16bit/24bit/32bit bmp, 100%/90%/80% jpg with different samplings, PCX (bmp with rle), zlib, etc. The designer could choose from those or select automatical which would be slower - it would compress by all and determine what is smallest + best relative quality. > Anyway for the Jpg format, we can use a compression of > 90 % with YUV122 sampling and the Huffman > optimizations, like this we got an image that look > like a lot to the original. Only a few details will > disapear. I saw that in Return to Castle Wolfeinstein, > they were using Jpg compression for all textures. RTCW as well as Q3. I think unreal engine uses RLE compressed PCXs. -kk