Ground Textures.......

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Ipodzanyman
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Ground Textures.......

Post by Ipodzanyman »

Ever since I've modded Battlefront 2 I've wanted to make the game a bit more graphically stunning. The ground has always been a problem for me..Does anyone know if it is possible to create higher resolution textures that work, I've not been successful.. thanks :wink:
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RE: Ground Textures.......

Post by Jawa_Killer »

erm not exactly that way.......but u can change some values under the texture pop up........mapping etc......if you cange a special value the texture is getting smaller and in fact sharper......
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RE: Ground Textures.......

Post by Ipodzanyman »

SO how do I go by adding my own texture? I have a rocky texture I want to add in, but it always ends up a white color, or crashes the game....
Carth

RE: Ground Textures.......

Post by Carth »

Adding a own texture is easy!
You only have to edit the texture and save it in the right .tga file an i think a random name in your world 1 Ordner, the rest is easy. If you're not sure that you save as the right .tga try to copy an paste a texture thats already ingame!

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RE: Ground Textures.......

Post by trainmaster611 »

Yeah just open up one of your TGA files delete everything in there and then start working on a new one. :P Then of course you open it under textures and paint it on...something I thought would have been more realistic is adding like dirt blowing up when it hits the ground. Thats been the biggest concern for me 8)
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RE: Ground Textures.......

Post by Ipodzanyman »

oh.... I always start things from scratch, I didn't think of that..... :P
RC-1290

RE: Ground Textures.......

Post by RC-1290 »

really, you can use any texture in the game for a ground texture, I think just has to be 16 bit TGA and with a resolution as a power of two(128x128, 512x512). I also used the tga's for the msh's as ground textures. Works great.

RC-1290'Dreadnought'
Ipodzanyman
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RE: Ground Textures.......

Post by Ipodzanyman »

oh, a 16 bit tga.... I didn't know that, I was saving some of those textures really wierd... :P thanks.....
RC-1290

RE: Ground Textures.......

Post by RC-1290 »

16 or 24, not sure :P. And it MUST be 32 when you use an alpha layer :P.
Last edited by RC-1290 on Mon Mar 12, 2007 10:22 am, edited 1 time in total.
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RE: Ground Textures.......

Post by Qdin »

Yep - that's because it only supports Alpha in 32 bit :roll: Otherwise it simply won't be saved right - even if you 'convert' it to a 16 bit map in Photoshop. it's just not this game.

what I'm more excited about is when they finish the 64 bit map :D It'll probably contain heightvalues so it works like a heightmap :wink: Reminds me of ZBrush which is a 2½D application :P It uses RGBZ: Red, Green, Blue and Z. The Z is the heightfactor. The higher Z Value, the closer it will appear to be towards you. This is called Pixols, btw :wink:
RC-1290

RE: Ground Textures.......

Post by RC-1290 »

It seems 24 bit works best.
---
ooh, that 64 bit sounds great, but what I am really waiting for is a technique wich uses multiple combinable textures that are randomly placed so that you don't really see the repeating tile effect wich you see when a texture is tiled too many times.
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RE: Ground Textures.......

Post by Rekubot »

RC-1290 wrote:ooh, that 64 bit sounds great, but what I am really waiting for is a technique wich uses multiple combinable textures that are randomly placed so that you don't really see the repeating tile effect wich you see when a texture is tiled too many times.
*cough*Twilight Princess*cough* :P. Yeah, I'd love to see that too.

I'm assuming that the larger the texture is, the sharper and cleaner the ground will look, but the laggier it will be. Am I correct?
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RE: Ground Textures.......

Post by t551 »

That's mostly correct, but you'll stop seeing an increase in sharpness after probably 1024x1024 -- remember, the resolution of your screen will change what detail can be seen.
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