Switch off Texture Filtering?

Posted By: sPlKe

Switch off Texture Filtering? - 09/23/10 16:20

See above. Is there a way to switch of Texture filtering in A7?
I want my textures to be as pixelated as possible laugh
Posted By: Superku

Re: Switch off Texture Filtering? - 09/23/10 16:40

d3d_mipmapping = 0;
Posted By: Hummel

Re: Switch off Texture Filtering? - 09/23/10 17:14

there should be an entity flag
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/23/10 22:07

no, not mipmapping. texture filter. i want my textures pixelated, not smoothed.
like an ancient PC game or a psx game
Posted By: jane

Re: Switch off Texture Filtering? - 09/23/10 23:26

Set d3d_antialias = 0; and d3d_anisotropy = 0;
and mip_flat = 5.0; (make the texture sharper, play with this value).
Scale down the Textures (e.g. 512x512 to 64x64) and you get the
oldstyle pixeleffect.
Posted By: Doc_Savage

Re: Switch off Texture Filtering? - 09/24/10 00:18

this sounds interesting. i loved old pc games like amok and doom
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/24/10 08:43

did that, but still, its not the effect i wanted frown
my textures are still blurred. on both level blocks and models frown
Posted By: flits

Re: Switch off Texture Filtering? - 09/24/10 10:35

maby turing of mipmapping

d3d_mipmapping = 0;
Posted By: JibbSmart

Re: Switch off Texture Filtering? - 09/24/10 11:25

Look in the manual for NOFILTER.

Jibb
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/24/10 12:22

the manual states this works for models only. is there something like this for level blocks aswell, maybe a var?
Posted By: JibbSmart

Re: Switch off Texture Filtering? - 09/24/10 12:53

Bugger. Well in that case I would personally use a shader that has disabled bilinear filtering in the texture sampler.

Using a shader might be a great way to get a better effect anyway, like if you want a similarly pixelated lightmap, or want to quantize the dynamic lighting to get a deliberate banding effect.

Jibb
Posted By: jane

Re: Switch off Texture Filtering? - 09/24/10 13:49

Import the level.wmb as Mapentity and the NOFILTER Flag is available.
to the textueres use a filter in your paintprogramm (mosaik or Facettes),
this make a pixeleffect on textures.
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/25/10 05:35

there was an option long ago in A4 but i guess thats out of the equation.
i neither need lights nor do i want to use a shader. i have my textures, so thats not a problem. i just wanted to know if there is a way to switch this damn thing off. map entities are out of the question.
Posted By: Hummel

Re: Switch off Texture Filtering? - 09/25/10 10:22

you can also scale up your bitmaps without a filter in f.i. gimp. This way the textures will be less blurry in-game. But itīs a waste of memory...
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/25/10 13:55

yeah. and also, they still will be blurry.
the nofilter flag woudl be perfect, since i already use it for my sprites and models. but it cant be applied to level geometry.
ive tried to export the level and import it as map entity (at least the parts that should use the flag) but it slowed down everything to below 20fps!!!!! so its also not an option...
Posted By: ChrisB

Re: Switch off Texture Filtering? - 09/25/10 15:59

You could use a view material like this:
Code:
MATERIAL* mat_old = {
	effect ="
	texture entSkin1;
	technique old_school
	{
		pass p0 {
			Texture[0] = <entSkin1>;   
			MinFilter[0] = POINT;
			MagFilter[0] = POINT;
			MipFilter[0] = POINT;
			Texture[1] = <entSkin2>;   
			MinFilter[1] = POINT;
			MagFilter[1] = POINT;
			MipFilter[1] = POINT;
			TexCoordIndex[0] = 0;
			ColorArg1[0] = Texture;
			ColorArg2[0] = Diffuse;
			ColorOp[0] = Modulate2x;			
		}
	}
	
	";	
}

...
camera.material = mat_old;


Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/25/10 23:59


Posted By: bart_the_13th

Re: Switch off Texture Filtering? - 09/27/10 07:25

Code:
MATERIAL* mat_old = {
	effect ="
	texture entSkin1;
	texture entSkin2;//you forgot this one
	technique old_school
	{
		pass p0 {
			Texture[0] = <entSkin1>;   
			MinFilter[0] = POINT;
			MagFilter[0] = POINT;
			MipFilter[0] = POINT;
			Texture[1] = <entSkin2>;   
			MinFilter[1] = POINT;
			MagFilter[1] = POINT;
			MipFilter[1] = POINT;
			TexCoordIndex[0] = 0;
			ColorArg1[0] = Texture;
			ColorArg2[0] = Diffuse;
			ColorOp[0] = Modulate2x;			
		}
	}
	
	";	
}

...
camera.material = mat_old;


Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/27/10 10:21

ahjhhhhhhhhhhhhhhh
that works.

but the problem i have now is that my floor just appears out of nothing before my eyes. walls and everything is fine, but the floor texture seems to materalize out of nothing. the whole floor is white and it just pops in, like a very close draw distance. funny enough, walls and everything are alright.

edit: forget the FPS part. error on my end.
Posted By: Damocles_

Re: Switch off Texture Filtering? - 09/27/10 10:47

maybe you had some fog effect / sprite on the floor.
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/27/10 11:32

no fog, no sprites. as said, walls and ceiling are perfectly fine. just the floor...
Posted By: ventilator

Re: Switch off Texture Filtering? - 09/27/10 11:57

sounds like it's caused by mipmapping. is the texture size of the floor much smaller or something? try to change mipfilter to this:

MipFilter[0] = none;
MipFilter[1] = none;
Posted By: sPlKe

Re: Switch off Texture Filtering? - 09/27/10 13:05

indded, that did the trick!

thank you very much @ all, you were a great help. all is well now laugh
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