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Re: Texture seams [Re: Blattsalat] #110191
02/02/07 18:06
02/02/07 18:06
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Nur mal zu dem Rand:
Im Shader beim wrapping einfach "mirror" nehmen, dann wird am Rand gespiegelt und die Probleme lösen sich von selbst.


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Re: Texture seams [Re: mk_1] #110192
02/02/07 21:22
02/02/07 21:22
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
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Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
das level darf keine shader benutzen

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Texture seams [Re: Blattsalat] #110193
02/03/07 02:03
02/03/07 02:03
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
ffp, das sind keine Shader und naja... die hat wirklich jeder, der nicht gerade eine Voodoo2 hat.


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Re: Texture seams [Re: mk_1] #110194
02/03/07 12:44
02/03/07 12:44
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
gday, i cant understand any of the german, so i dont kno if anyone has suggested this, but it looks like a side-effect of chunking terrain? im sorry i cant be more helpful i probably am not helpful at all but i dont know if anyone has said this.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Texture seams [Re: JibbSmart] #110195
02/03/07 22:13
02/03/07 22:13
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
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Blattsalat  Offline OP
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Joined: Jul 2002
Posts: 5,181
Austria
@mk1: theoretisch ja, aber ich kann nicht mall ffp nutzen. Das terrain in diesem speziellen fall muss aus mehreren "tiles" bestehen. Sogar shader wären keine wirkliche option

@julzmighty: sorry for switching the language.
thanks for your hint. its not really the chuncking but more the texture layout. the uvw map was covering 100% of the skin and therefor went also along the borders of it.
so ingame the pixel at the border where recalculated and this led to the seams.
in such a special case as mine they where visible.
but with shrinking the uvw map to less then 98% of the skinsize it now works.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Texture seams [Re: Blattsalat] #110196
02/04/07 22:44
02/04/07 22:44
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Also vllt. hast du mich falsch verstanden. Die Ränder kommen ja dadurch, dass die Map "weiterläuft". Wenn die Tiles (also deine einzelnen Terrains) an den Rändern gespiegelt oder geclampt werden, sind die Übergänge korrekt.


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