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Texture Distortion/Colorazation #66876
03/17/06 08:07
03/17/06 08:07
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline OP
Senior Developer
AlexGFX  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,169
Tennessee
Hey guys, I'm having trouble with texture in WED and In-Game...

BMAP and PCX shows up as blotchy(256 color) images in game and in editor

TGA shows up great in editor but in game it's tydie'ish(multi colored)

I've changed the depth to 32 bit and I've exported tga as 24 bit.

I'm not sure what else to try any ideas?

Re: Texture Distortion/Colorazation [Re: AlexGFX] #66877
03/17/06 14:11
03/17/06 14:11
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
BMP and PCX use 16-bit color. BMP has support for palettized graphics. If your BMP file is palettized, open MSPaint and the image, go to file > save as (no need to make any modifications), then, in the drop down menu, make sure 24-bit bitmap is used, then save it. The file size will get bigger, but this will fix the colors.

TGA is the only 24-bit color format in the engine and it also supports 32-bit color.

In 6.4x, however, BMP and possibly (untested) PCX also allow for 24-bit. I don't know about panels though.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Texture Distortion/Colorazation [Re: ulillillia] #66878
03/17/06 22:07
03/17/06 22:07
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline OP
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AlexGFX  Offline OP
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Joined: Jan 2003
Posts: 1,169
Tennessee
Hmm that doestn change it... Still looks like this (after 24 bit)



Re: Texture Distortion/Colorazation [Re: AlexGFX] #66879
03/17/06 23:09
03/17/06 23:09
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
I don't really see any distortion that looks odd. Which of these do you mean?

1. The texture is smoothed out when up close.
2. When you move, the texture vibrates on blocks until the camera stops moving.
3. When you change the angle, model skins become distorted.

The solutions are as follows, for these:
1. Use the nofilter flag to get rid of the smoothing effect. I use it all the time, but use finer-looking textures instead. This, however, doesn't work with blocks as far as I know.
2. I haven't worked with blocks in ages as I make model-only levels, but during the time I was, I recall this issue. The effect amplified the further out blocks are from the origin. To fix it, though not tested, build parts of your level that are far from the origin as map entities.
3. I only recall this with the software rendering mode. A6 and the last half of A5 don't have this. The only known fix is to use smaller polygons.

If none of the three likely cases are what you're getting, please explain in more detail what happens. These are just the most likely causes, whether you use 16 or 24-bit color.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Texture Distortion/Colorazation [Re: ulillillia] #66880
03/18/06 01:52
03/18/06 01:52
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline OP
Senior Developer
AlexGFX  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,169
Tennessee
The textures are high quality when not in wed, (I can look at it in PS and it looks so much better it's blotchy and colors are on toned instead of blending with each other(if that makes any sense)).

I'll try you suggestions and see what I get.

Re: Texture Distortion/Colorazation [Re: AlexGFX] #66881
03/18/06 02:13
03/18/06 02:13
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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G

Joined: Sep 2003
Posts: 4,959
US
var d3d_anisotropy = ;
var mip_shaded = ;
var mip_flat = ;


set these 3 values prior to any level loading ( usualy wher eyou also set your initial screen settings is good)

var d3d_anisotropy = 1;
var mip_shaded = 5;
var mip_flat = 5;

something like that to start then adjust as needed.

Re: Texture Distortion/Colorazation [Re: Grimber] #66882
03/18/06 02:21
03/18/06 02:21
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Do you mean the textures as seen from WED or in the engine? If it's in WED, go to file > preferences, click the video out tab, then choose the GXL object ending with 8A for both the 2D and 3D views. I think it's GXL2DX8A.DLL. GXLBASE.DLL uses 8-bit color so things in WED that way will look bad. Using the 8A one will use true color, like that in MED.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Texture Distortion/Colorazation [Re: ulillillia] #66883
03/18/06 07:36
03/18/06 07:36
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline OP
Senior Developer
AlexGFX  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,169
Tennessee
In the engine just have a look at the wall texture on the pic above see the screws? Look around them, it's like that everywhere, but it's not like that in PS.

Thanks in advance!

Alex

Re: Texture Distortion/Colorazation [Re: AlexGFX] #66884
03/18/06 10:22
03/18/06 10:22
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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are you compinsating for the visual size differances between a 2D image and how they are rendered in the engine surfaces?

of course you will get distortions to a texture when your only looking at an area of 128x128 ish size of a 1024x1024 texture that is now being rendered to a 800x600 or 1024x768 display

engines will interoplate pixels to FILL in as you approach closer than normal resolution size of a texture. Just as the engine will remove every (X) pixel of a texture as it gets rendered far smaller(distant) then its resolution size

so to avoid this, scale your texture smaller then 1x1 original size on your blocks/models or don't let your camera view get so close to the surfaces

Re: Texture Distortion/Colorazation [Re: Grimber] #66885
03/18/06 13:41
03/18/06 13:41
Joined: Jan 2003
Posts: 1,169
Tennessee
AlexGFX Offline OP
Senior Developer
AlexGFX  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,169
Tennessee
So if I need a 256x256 texture make it 512x512 and scale it down?

If so, thanks.

-Alex

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