View topic - wrong textures?[FIXED]



All times are UTC + 1 hour


Post new topic Reply to topic  [ 16 posts ] 
Author Message
 Post subject: wrong textures?[FIXED]
PostPosted: 02 Sep 2011, 23:03 

Joined: 30 Jul 2010, 19:40
Under upspring my feature appears just fine, but in spring it changes colours tried dds -> in spring almost white also it fades out very quiclkly somehing like distance fog where problem can be? tried tga's then in spring it looks kinda blueish but not same as in upsring(absolutely blue)... Where problem could be?


Last edited by wolas on 03 Sep 2011, 12:12, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 02 Sep 2011, 23:15 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
screenshot please.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 02 Sep 2011, 23:33 

Joined: 30 Jul 2010, 19:40
Image

Image

Image


textures were made using bmps without any transparency. Pure colours black or blue.

It actually looks transparent from far distance moving camera in fps mode it is spotable.

Those lines you see is probably because due screenshot capturing there is no such in game.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 00:15 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Use PNG.
Needs moar tex2.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 00:17 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Forboding Angel wrote:
Use PNG.
Needs moar tex2.


Tex2 isn't a requirement.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 00:31 

Joined: 30 Jul 2010, 19:40
Well in some tutorials it was clearly writen use only bmp's otherwise problems. Will try soon.

Also use PNGS you mean in upsrping when building dds? Also I read that dds is best format isint it.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 00:38 

Joined: 30 Jul 2010, 19:40
Could here be something very wrong like it is grass so fade out by zooming out a bit more? Although it is baobab file and it looks perfectly...

Code:
local objectname= "stovas_blue"

local featureDef   =   {

   name         = "stovas_blue",

   world            ="All Worlds",

   description            ="where you looking at?",

   object            ="stovas_blue.s3o",

   footprintx            =3,

   footprintz            =3,

   height            =90,

   blocking            =true,

   upright            =true,

   hitdensity            =0,

   energy            =50,

   metal            =0,

   damage            =220,

   indestructible         =true,

}

return lowerkeys({[objectname] = featureDef})


I played with size height and so on values.
Also by removing second texture from .s3o gave same effect


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 00:53 

Joined: 30 Jul 2010, 19:40
Ok using pngs now in spring and upsring model looks same but fade outs immediatly after zooming out... Problem? also doesnt png use 8x more ram? also read in some wiki's... why why why...


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 02:14 
Spring Developer
User avatar

Joined: 28 Jun 2007, 06:30
use dds, also note that spring expects to have _all_ mipmaps in those.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 03:59 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
PNG is superior by far for an entire host of reasons, but saying so always causes a fight.

Use dds if you want mip control (I.E. Obsessively anal to ridiculous amounts of detail that don't matter in practice).

Tex2 isn't a requirement, but you should use a tex2 just for the fact of specular, reflective and glow.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 06:01 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Quote:
Ok using pngs now in spring and upsring model looks same but fade outs immediatly after zooming out
did you set model radius&height in the model tab of upspring?

Did you flip the UV map in upspring?
Texture Mapping -> Show UV mapping -> Edit -> Flip UV
This will make the model look strange in Upspring but ingame it will actually look normal.

Maybe it is just that your map has a funny sunlight color and your feature reflects it?
Try on another map, you can spawn the feature with
/cheat
/give stovas_blue
make sure you have LOS on it.
Also try
/give stovas_blue 0
/give stovas_blue 1
/give stovas_blue 2
to give it to different teams and see if the color changes.


Top
 Offline Profile  
 
 Post subject: Re: wrong textures?
PostPosted: 03 Sep 2011, 12:11 

Joined: 30 Jul 2010, 19:40
Ok I fixed everything. Dont even know what fixed. Before it was .obj now .3ds of course with blender export to 3ds is a bit awkward :) As texture's using png's works fine since they need only 1 colour.


Top
 Offline Profile  
 
PostPosted: 03 Sep 2011, 14:59 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
you probably had the texture in the wrong directory before.


Top
 Offline Profile  
 
PostPosted: 03 Sep 2011, 15:01 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
texture not found would have just caused crash (at least for texture1)


Top
 Offline Profile  
 
PostPosted: 03 Sep 2011, 15:44 

Joined: 30 Jul 2010, 19:40
With textures was everything okay. Same directory png solve* problem.


Top
 Offline Profile  
 
PostPosted: 10 Sep 2011, 23:28 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
What did you generate the dds with? Make sure that a full set of mip maps get stored when exporting to dds

This is a full set for a 256x256 image. Note that the mips only take up one third of the original image thus the file size will be 33% larger cause only their pixel data gets stored
Image


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.