The reason for this is because unreal and UT store textures uncompressed where as PCX files ARE compressed.Actually, the image is very nice, except it is 256 x 256 - and when i import this image into MyLevel it becomes somehow larger than the 29k filesaize it shows in windows explorer... in fact, if i export the image from the texture browser it becomes 64k. So this is causing my map to go to 523K. If i use just a 128 x 128 image
with a filesize of 11k then my map is 475k. Pretty weird, eh? So i reduced the 256x256 version to 128x128 and this works fine, except it looks like shit in unreal lol!
because 256x256 at .5 scale is still a 256x256 texture only it's rendered smaller increasing the pixel density making it look super sharp. A 128x128 texture only has 25%of the pixels the 256x256 has so at scale 1 the image is physical the same size but the pixel density is MUCH lower.Dunno what's going on here - the 256 x 256 version reduced on the surface to .5 (so it's 128x128) looks nice and clear. The externally reduced version 128x128 on the surface as 1.0 looks like crap... !? i really don't want to delete any more stuff out of the map ... can you help me?
If you only need to add the logo to finish the map and you are 11k over the limit perhaps you can squeeze a little harder by using more aggressive build settings and low detail shadows (you probably know this already) if you are still a few Kb over the limit you can use Hellkeepers brush cloning technique to cut off the last few kb but keep in mind that the savings using this trick is rather small (I resorted to using it in my map and I save about 170b per cloned brush in the brushless version of the map)
If you want me to take a poke at it feel free to ask!