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texture distirted? #90862
09/20/06 22:34
09/20/06 22:34
Joined: Sep 2006
Posts: 108
J
Jered Offline OP
Member
Jered  Offline OP
Member
J

Joined: Sep 2006
Posts: 108
Hey guys, need some help here. I have a fairly big terrain....5,000 by 5,000 pixels. I built it in Photoshop, and added textures and what have ya. Looked pretty nice in Photoshop, but when I took it in Med and put it together, then placed it in Wed and built the level and run it, the texture is all distorted..any ideas? It is not stretching it...but looks like it was stretched....just not sure on what causes this, or how to fix it...any help would be aprreciated, thank you.

Not honestly sure how to explain it....just look distorted...but looks perfect in Photoshop. I have tired using an image that was the exact same size as the area I was texturing, and still get the same look when I run the Level..so not sure what be going on here


3DGS (6.4) Commercial
Re: texture distirted? [Re: Jered] #90863
09/21/06 02:12
09/21/06 02:12
Joined: Aug 2006
Posts: 128
Papua New Guinea
I
Impaler Offline
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Impaler  Offline
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I

Joined: Aug 2006
Posts: 128
Papua New Guinea
Hi,
I also have a problem with textures on terrain. when I make terrain and then give it a skin, the terrain appears completely black in the game. Whats happening?


Murphey's Law:
<< if anything can go wrong, it will >>

(Murphey was an optimist).
Re: texture distirted? [Re: Impaler] #90864
09/21/06 02:36
09/21/06 02:36
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
all texture sizes should be a power of 2 (512/512 or 1024/64 or 64/256) and the max. texture size right now a gfx card can handle is 4096/4096.

maximum size you should ever use is 2048/2048.
you shouldnt use bigger textures then 1024/1024 (best would still be 512/512)

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
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Re: texture distirted? [Re: Blattsalat] #90865
09/21/06 12:52
09/21/06 12:52
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
You could use a multitex shader; look at the 'Shader' forum and the wiki (needs com or pro)

Re: texture distirted? [Re: TWO] #90866
09/21/06 18:47
09/21/06 18:47
Joined: Sep 2006
Posts: 108
J
Jered Offline OP
Member
Jered  Offline OP
Member
J

Joined: Sep 2006
Posts: 108
Most of the textures I have used are 512 X 512 pixels. They are tiled, and the tiling looks fine even in the built Game itself. However the texture itself looks distorted. I tried a texture that was 1,024 X 1,024 as well..as it was able to cover the entire area needed, but even with that I am getting the same results...a blured out (that describes it a lot better) texture when I build it and run it. However in photoshop it looks "perfect". Is one format better then another when it comes to using Med to put the hieght map and texture map together? On the other hand you did teach me some stuff on max sizes and what have you and I really appreciate that.

I have not as yet checked out the shader or wiki forum yet, but am about to do that right now, thanks for the tip in that direction.

One last comment. When I make a smaller world, even as small as 1024 X 1024 I still get the same distorted blured out look ( all my textures are in a power of two ( all but one...but it is not in a power of two for a reason. Even when not using that one, I still get the same result)). Maybe I am saving in a bad format? I have tried bmp and TGA but not sure, to be honest, which is the best to save my textures and height maps in....for WEDs sake. Does this even make a difference? I am still fairly new to WED. Is PCX better? Thanks again.


3DGS (6.4) Commercial
Re: texture distirted? [Re: Jered] #90867
09/21/06 20:38
09/21/06 20:38
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Id go with tga.

Id also suggest using a muti texture shader. I thought I replied to this thread but guess i didnt

Does the entire texture distort/blur or only areas that are on extreme slopes?

Also have you scaled your terrain up at all?

I think both will lead to distorted textures. Imagine a 512x512 texture blown up to 2048x2048 it will distort alot of the image. Best to go with the muti texture shader I think. As said theres a few on the wiki. I also beleive the new templates has a multi texture shader.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: texture distirted? [Re: FeiHongJr] #90868
09/22/06 07:11
09/22/06 07:11
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
the texture is projected straight down onto the terrain from above, so steep bits "stretch" the texture. is this what you're talking about?

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: texture distirted? [Re: JibbSmart] #90869
09/23/06 15:12
09/23/06 15:12
Joined: Sep 2006
Posts: 108
J
Jered Offline OP
Member
Jered  Offline OP
Member
J

Joined: Sep 2006
Posts: 108
It is the "whole" terrain. It is worse on the slopes, but it is distorted on the flat ground some as well. It is almost like the textures get streched between the time I export it from Photoshop and build the level and run it. Maybe I am just missing a step along the way. I have been checking out the other forums and the Wiki section, and those may help me out. I have gotten it to be not as distorted just messing around, but still do not know what causes it to look so good in Photoshop, but look like a mess in an actuall working level. Here is another thing I have noticed.

When I export it from photoshop and put the skin on the terrain in MED, It looks "fine" in the view from MED. However when I build it and run it from WED it is all distorted....maybe that will help in pinpointing the problem. Thanks for the TGA info.

I do have another question while we are on the subject of steep hilld or mountians or whatever. How do I stop those particular areas from stretching? Do I just use a "bigger" texture in a power of two, or use the whole Wiki thing you guys are talking about?

Not sure I really understand. Thanks. Oh and also NO I have not scaled it up at all....the terrain. Actually I have tried scalling it down to see if that would help out, but that had no effect on it...well it does when I scale it WAY down, but not just scaling it down by a few hundred pixels. Anyway no I have not scaled the terrain up.

Last edited by Jered; 09/23/06 15:15.

3DGS (6.4) Commercial
Re: texture distirted? [Re: Jered] #90870
09/23/06 15:18
09/23/06 15:18
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
As I said Id go with the multi texturing.

Theres a complete example in aum59 I beleive...Just have to add your own terrain,blend map and textures.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: texture distirted? [Re: Impaler] #90871
09/23/06 15:20
09/23/06 15:20
Joined: Sep 2006
Posts: 108
J
Jered Offline OP
Member
Jered  Offline OP
Member
J

Joined: Sep 2006
Posts: 108
Impaler

I had that problem as well, but it turned out that I simply had to move the camerra way out and everything was fine from there. I don't know if that is the problem you are having or not. If the issue has to do with being black in MED then try to put it in a level, build it, and see if it is fine when you run it. I have had a "black" look in MED several times (may be a bug ...dunno) but once I put it in the level, built it and ran it..there were no issues with the black look...it was gone in the actual running level.

When do you see a black terrain? when you build and run the level, or is it in MED that you get that black texture?


3DGS (6.4) Commercial
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