Page 1 of 1
possibel work around for blured textures
Posted: Tue May 01, 2007 6:27 pm
by darthtrogsasea
well i was messing around and made a prop bigger so its skin blured then it hit me
if size is 2.0 and its skin is 512×512 resize the skin to 1024×1024 and it worked
so just do some math
take the scale number(2.0)
x it by the res of the skin(512)
get new size(1024)
and resize skin as that (1024x1024)
if the size is 2.4or less use the x2 size if its 2.5 or more use 3x size
of coruse if the scalle is bigger just use 4.0 x 512 = 2048 etc
RE: possibel work around for blured textures
Posted: Tue May 01, 2007 6:35 pm
by t551
Textures that big are bad for the engine, especially on props that will be seen all over the place.
Also, just resizing won't really change the appearance of the texture, you'll have to sharpen, and that could cause contrast issues.
Is this supposed to be some great discovery? Sorry, but I'm a little stressed, and this just seems like something that really isn't worth using forum space for...
RE: possibel work around for blured textures
Posted: Wed May 02, 2007 7:11 am
by RC-1290
Agreed. I'd say what you 'discovered' is actually just common knowledge, but no one does this becouse it also increases lag.
RE: possibel work around for blured textures
Posted: Wed May 02, 2007 8:08 am
by Teancum
With some stuff (like vehicles) removing the blur is really a big deal. Particularly vehicles from the early SWBF days. An easier way would be to remove all mipmaps. You do that by adding -maps 1 to the .tga.option file of that character/vehicle/prop. Note that you might have to clean and munge to see a change, I don't know. Try not cleaning first.
RE: possibel work around for blured textures
Posted: Wed May 02, 2007 5:15 pm
by t551
What is a mipmap?
RE: possibel work around for blured textures
Posted: Wed May 02, 2007 5:54 pm
by Teancum