Page 1 of 1

Working texture in Upspring, but messed up ingame

Posted: 27 May 2007, 22:45
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 ?

Posted: 27 May 2007, 22:48
by Peet
Flip the texture vertically.

Posted: 27 May 2007, 23:09
by SinbadEV
P3374H wrote:Flip the texture vertically.
known bug... upspring encodes the texture upside down.

Posted: 27 May 2007, 23:26
by rattle
*messes up the UV coords

But yes you can flip or mirror them in upspring.

Posted: 27 May 2007, 23:32
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:

Posted: 27 May 2007, 23:48
by FLOZi
SinbadEV wrote:
P3374H wrote:Flip the texture vertically.
known bug... upspring encodes the texture upside down.
Only with non-dds image formats.

Posted: 28 May 2007, 00:25
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.

Posted: 28 May 2007, 12:43
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.

Posted: 28 May 2007, 12:57
by rattle
Texture 2 issue I assume.

DXT3 does not use all 8 bits for the alpha channel, DXT5 does, IIRC.

Posted: 28 May 2007, 14:32
by KDR_11k
800x400 is not a valid texture size, needs to be a power of 2.

Posted: 28 May 2007, 15:25
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:

Posted: 28 May 2007, 16:30
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.

Posted: 28 May 2007, 19:06
by caldera
thanks thats working better, at least i see teamcolor ingame now :)

Posted: 28 May 2007, 20:19
by rattle
DDS saves you the troubles of flipping shit at least. :)

Posted: 28 May 2007, 21:51
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.