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Re: Texture Distortion/Colorazation
[Re: AlexGFX]
#66877
03/17/06 14:11
03/17/06 14:11
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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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
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Re: Texture Distortion/Colorazation
[Re: AlexGFX]
#66879
03/17/06 23:09
03/17/06 23:09
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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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
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Re: Texture Distortion/Colorazation
[Re: Grimber]
#66882
03/18/06 02:21
03/18/06 02:21
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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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
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Re: Texture Distortion/Colorazation
[Re: Grimber]
#66885
03/18/06 13:41
03/18/06 13:41
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Joined: Jan 2003
Posts: 1,169 Tennessee
AlexGFX
OP
Senior Developer
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OP
Senior Developer
Joined: Jan 2003
Posts: 1,169
Tennessee
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So if I need a 256x256 texture make it 512x512 and scale it down? If so, thanks. -Alex
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