Working texture in Upspring, but messed up ingame

Working texture in Upspring, but messed up ingame

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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Working texture in Upspring, but messed up ingame

Post by LBPB »

This is my first attempt to add a new unit in spring but I m having little headhache with texture...


As you can see in the picture below, my texture work perfectly in Upsrping, but is messed up in the game...
I dont see whats wrong here...

Image

Did someone have an idea ?
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Peet
Malcontent
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Post by Peet »

Flip the texture vertically.
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SinbadEV
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Post by SinbadEV »

P3374H wrote:Flip the texture vertically.
known bug... upspring encodes the texture upside down.
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rattle
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Post by rattle »

*messes up the UV coords

But yes you can flip or mirror them in upspring.
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

P3374H wrote:Flip the texture vertically.
Thanks you it works now ! : :mrgreen:


Even the script is working well too !

Gonna make another one :wink:
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

SinbadEV wrote:
P3374H wrote:Flip the texture vertically.
known bug... upspring encodes the texture upside down.
Only with non-dds image formats.
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Runecrafter
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Post by Runecrafter »

I use .dds for both texture 1 and texture 2 wokrs great and keeps the file sizes small. DXT3 or DXT5 for texture 1, and DXT1 for texture 2 unless I have transparency then DXT3 or DXT5 for texture 2 as well.

Though I'm not really sure what the difference is between DXT3 and DXT5 is, I know it has something to do with how it handles the alpha channel.

And as FLOZi wrote with .dds you don't need to flip the UVs or the textures.
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caldera
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Post by caldera »

i have a similar problem. in upspring my texture works but ingame the model is completely black. I'm using dds, 24bit, 800x400.
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rattle
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Post by rattle »

Texture 2 issue I assume.

DXT3 does not use all 8 bits for the alpha channel, DXT5 does, IIRC.
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KDR_11k
Game Developer
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Post by KDR_11k »

800x400 is not a valid texture size, needs to be a power of 2.
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LathanStanley
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Post by LathanStanley »

KDR_11k wrote:800x400 is not a valid texture size, needs to be a power of 2.

Ahem, hex power of 2. (edit: I feel like a clown adding "hex" ... god Its too early on memorial day... :lol: )

2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.

I don't know if you can do half-steps or not though.... some cards will take like 512+256 (768 x 1024) etc. but, to be safe than sorry, run the list I have up there, rectangle or square is up to you, but those are "safe" numbers... :wink:
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smoth
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Post by smoth »

dds hurts my balls to work with and lathan did some tests before that had shown that the dds isn't going to save any frames. Png will work just fine.
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caldera
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Post by caldera »

thanks thats working better, at least i see teamcolor ingame now :)
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rattle
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Post by rattle »

DDS saves you the troubles of flipping shit at least. :)
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smoth
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Post by smoth »

and adds hassle to the process. I just flip the uv coordinates in upspring and I am done. I hate fucking with stuff that has a dds for a texture. Also, why go through the trouble it offers no performance increase and more people can look at the png.
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