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Got a question concerning a few models.

Posted: 03 Oct 2007, 03:57
by MR.D
OK guys, for a .s3o model, what are the specifics for using a .dds format texture?

Dxt-3, or Dxt-5, with mipmaps/without mipmaps, or any other options I need to know, please be specific.

I've put a few models together with the hitspheres and all the things assigned in UPSPRING, and the textures are assigned to the model and show up in upspring with main texture and the reflect glow map working

Problem is I can't seem to get the textures to show up ingame, the model in spring just ends up being a clay/silver object.

Can you guys help me out?

Posted: 03 Oct 2007, 10:07
by KDR_11k
The rule of thumb I read was DXT3 for on/off alpha (e.g. second texture if you use alpha) and DXT5 for full alpha (e.g. first texture). DXT1 for no alpha (e.g. second texture with no transparency).

Perhaps your reflectivity is too high?

Posted: 03 Oct 2007, 17:55
by rattle
http://en.wikipedia.org/wiki/S3_Texture ... Comparison

You might want to try to invert a specific channel.

Posted: 03 Oct 2007, 18:20
by MR.D
I think its something about where the textures go then, or how they're assigned to the actual model, because the model shows up in UPSPRING with the main texture/teamcolor working, and the reflection/glow map working too.

Its when I load them ingame, the geometry is there, but the textures aren't showing on the model, and what I'm left with is a clay colored model, with no reflection or texture.

Posted: 03 Oct 2007, 18:41
by rattle
Could you put the model + textures up? Can't tell you much without looking at it.

Posted: 04 Oct 2007, 00:17
by MR.D

Posted: 04 Oct 2007, 01:12
by rattle
On the diffuse map, change the team color channel's full black to a black of 1 (0,0,0 to 1,1,1 on the alpha channel). If your 0 alpha is fully white then change it to 254,254,254 instead. Depends on app settings.

You can use DXT1 with 1-bit alpha for texture 2 by the way.

Well the models were invisible for me. I fixed this by removing the alpha channel from texture 2 and saving it as DXT1 with alpha. I think a white of 254,254,254 was the workaround normally. Dunno.

Image

Posted: 04 Oct 2007, 01:29
by MR.D
Cool, thanks for the help man I appreciate it.

Good to know it was something easy to fix too.

Posted: 04 Oct 2007, 09:04
by KDR_11k
Can't say I've seen the issues Rattle had, I always use 0 and 255 on my alpha and haven't had any issues.

Posted: 04 Oct 2007, 14:38
by rattle
Must be yet another 8800 issue I guess. Some of the transportation trucks in Spring44 were invisible too.

Posted: 05 Oct 2007, 04:17
by Pressure Line
rattle wrote:Must be yet another 8800 issue I guess. Some of the transportation trucks in Spring44 were invisible too.
nah, that happens to everyone, ive had it on both my 6600GT and 7300GT cards.

Posted: 05 Oct 2007, 14:49
by FLOZi
It's been fixed now, some texture2's were borked.

Posted: 05 Oct 2007, 14:54
by KDR_11k
Black alpha, right? I had some units in my mods that had similar issues.

Posted: 07 Oct 2007, 20:26
by Argh
For Texture1, I use DDS DXT3, Explicit Alpha. 255 is pure teamcolor.

For Texture2, I use DDS DXT1, 1-bit Alpha, all drawn areas are pure white.

Posted: 09 Oct 2007, 04:43
by rattle
Btw I pinned the issue down: DDS textures need mipmaps in order to show up correctly ingame. Had the same issues today myself...

Posted: 09 Oct 2007, 06:53
by MR.D
Ah!!

I was wondering about the mipmaps myself, thanks again guys for helping me clear this up.

Info like this really needs to be added into the Wiki for all to reference, would save alot of time and effort on searching.