Page 1 of 1

Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 1:04 am
by The Nasal Abyss
I've tried many times to apply a detail texture to a model but have had no success. Has anyone ever gotten it to work, of is it a broken render type?

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 1:07 am
by Maveritchell
It works in stock models in the game (any large capital ship), and I've used it before. What's the problem you're seeing and how are you trying to use it?

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 1:20 am
by The Nasal Abyss
Oh my gosh. I just fixed it. I was using the wrong render type this whole time haha. I was using render type 2 instead of 11. I was using 2 because of this post by Darth Duck:
DarthD.U.C.K. wrote:I did some experimenting and this is what i found out(i hope the information is worth the bump):
things i tested:
Render Type......Rendertype name ........Effect...........................Texture1................Texture2...........Texture3
2...................Render Lightmap .........applies detailtexture..........detailtexture**
4...................Render Specular ..........applies gloss****.............../.........................specularmap
5...................Render Gloss Map ........no effect ....................../..........................specularmap
6...................Render Chrome ...........applies envmap................none?!.........................................envmap*
8...................Render Ice .................no effect?!...................../
11..................Render Detail .............applies lightmap ..............lightmap***.............specularmap?
23..................Render Emboss ...........no effect ....................../ .........................specularmap
27..................Render Bumpmap ..........................................bumpmap................specularmap
28..................Render Bumpmap+Gloss ..................................bumpmap*****...........specularmap

*The environment map is a cubemap like the "helmet_envmap" of the tantivetrooper. If no texture is entered the real environment will be reflected.

**Data0 detemines repetition along the x-axis
**Data1 detemines repetion along the y-axis

***The alpha channel will determine the glow strength, the color the glow color. Everything should have atleast 1% opacity, otherwise the texture will appear really dark ingame.

****The alpha channel of the diffuse map determines the gloss strength, for some reason I didnt see an effect when copying over the material info from various units like it was discussed sometime

*****The alpha channel of the bumpmap determines the gloss strength, this is the way to go!

About specular decay and color:
According to the documentation specular color and decay can be modified in xsi.
contrary to this the specular color is not stored in the msh.
The specular decay is stored in the 2 places in front of "ATRB" but it has no effect ingame
He says render type 2 applies the detail texture and that 11 applies a lightmap when in reality the roles are actually what they are called. I was just a bit confused, is all. Sorry for the basically pointless post. Everything works fine now.

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 7:30 am
by minilogoguy18
Is the detail texture render type what makes the texture image sharper? Noticed how this game tends to reduce texture resolution.

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 10:52 am
by The Nasal Abyss
No, the detail texture render type basically overlays another texture on top of the texture already on the model. It generally is used to give the illusion of a higher texture resolution.

When you say the game tends to "reduce texture resolution" you are probably describing how the game compresses the textures. The texture probably appears a bit more blurry and washed out than it did in whatever 3d package you made it in.

In the misc. documentation file there should be quite a bit of .tga option file image formats that you could try out. Messing around with those is on my to do list, but I have yet to try them out.

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 11:02 am
by THEWULFMAN
The Nasal Abyss wrote:In the misc. documentation file there should be quite a bit of .tga option file image formats that you could try out. Messing around with those is on my to do list, but I have yet to try them out.

I have found it helps to add -detailbias 7 to texture's option files, especially if they are large. It prevents the game from reducing it's resolution, that combined with the standard -8bit -maps 1 seems to help a lot. It's main purpose is to prevent from textures from getting reduced when Texture Detail is set to Medium or Low, but I have found when set to 7(the max) it helps even when set to High. Perhaps it's just my imagination, but I always use it to be sure. :)

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 12:39 pm
by DarthD.U.C.K.
The Nasal Abyss wrote:Oh my gosh. I just fixed it. I was using the wrong render type this whole time haha. I was using render type 2 instead of 11. I was using 2 because of this post by Darth Duck:
aw :oops: im sorry for the mixup, i either confused the numbers or you are probably using the other version of the pandemicaddon. do you use the one with the flagnumbers or names?

Re: Has anyone ever gotten a detail texture to work?

Posted: Fri Oct 07, 2011 12:51 pm
by ANDEWEGET
http://www.poopinmymouth.com/tutorial/dds_types.html
Not 100% facts but gives you a good overview of the general formats of the .dds file format(which Zero uses to store textures AFAIK). Zero has some additional formats though(like detail, terrain_bump, compressed_alpha etc.). For pure texture quality A8R8G8B8 seems to be the best one(of the non-zero-exclusive formats)because it doesnt compress your texture at all.
-detailbias is going to control texture reduction when Texture Quality is set to medium or low, but I dunno how it actually works(does anyone?). Maybe its reducing the base texture size from which the mip maps are produced or its displaying mip level x at y distance(eg on low maybe mip level 2 without ever going to 1 or none). If its the first option I suppose using -maps 1 is the best solution for highest quality. If its the latter maybe it would be possible to use it with -maps 0, which should(theoretically) be better performance wise, I dont know if it'd make a difference though.