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Ground Textures.......
Posted: Fri Mar 09, 2007 9:20 am
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

RE: Ground Textures.......
Posted: Fri Mar 09, 2007 10:06 am
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......
RE: Ground Textures.......
Posted: Sat Mar 10, 2007 12:21 am
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....
RE: Ground Textures.......
Posted: Sat Mar 10, 2007 5:44 am
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!
Carth
RE: Ground Textures.......
Posted: Sat Mar 10, 2007 10:45 am
by trainmaster611
Yeah just open up one of your TGA files delete everything in there and then start working on a new one.

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

RE: Ground Textures.......
Posted: Sat Mar 10, 2007 11:53 pm
by Ipodzanyman
oh.... I always start things from scratch, I didn't think of that.....

RE: Ground Textures.......
Posted: Sun Mar 11, 2007 10:43 am
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'
RE: Ground Textures.......
Posted: Sun Mar 11, 2007 10:02 pm
by Ipodzanyman
oh, a 16 bit tga.... I didn't know that, I was saving some of those textures really wierd...

thanks.....
RE: Ground Textures.......
Posted: Mon Mar 12, 2007 7:46 am
by RC-1290
16 or 24, not sure

. And it MUST be 32 when you use an alpha layer

.
RE: Ground Textures.......
Posted: Mon Mar 12, 2007 8:50 am
by Qdin
Yep - that's because it only supports Alpha in 32 bit

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

It'll probably contain heightvalues so it works like a heightmap

Reminds me of ZBrush which is a 2½D application

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

RE: Ground Textures.......
Posted: Mon Mar 12, 2007 10:56 am
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.
RE: Ground Textures.......
Posted: Mon Mar 12, 2007 1:38 pm
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*

. 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?
RE: Ground Textures.......
Posted: Mon Mar 12, 2007 1:40 pm
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.