wh1sp3r Posted February 22, 2010 Share Posted February 22, 2010 ... so ugly ? i would like to have sharp texture, how can i make it ? Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
Michael Betke Posted February 22, 2010 Share Posted February 22, 2010 Increase filtering in editor. I use 16, the max. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Canardia Posted February 22, 2010 Share Posted February 22, 2010 I don't know why most textures which come with the SDK have these horrible 4x4 pixel squares. It's not a issue with DXT5, since you can take a 4x4 pixelated texture and blur it in Paint.NET, and then it looks much better. However, to get the pixel sharp details, you need to have the original texture, which you can then save as DXT5 from Paint.NET without getting those 4x4 pixel squares. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
DaDonik Posted February 22, 2010 Share Posted February 22, 2010 wow, it took 3 minutes to load that picture... You could also try a uncompressed texture, but it would use half of your texture memory Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
wh1sp3r Posted February 22, 2010 Author Share Posted February 22, 2010 DaDonik: texture has 900KB ;-) It's not about texture actually, but road tool doesn't care about texture, it scretch it as it wants .. EDIT: ah, i understand, how it works exactly .. i draw a circle on texture texture is repeating very often .... Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 22, 2010 Share Posted February 22, 2010 The tessellation property for the road nodes causes texture coordinate to compress making them tile more. The higher the tessellation, the more compressed the coordinates get and the more frequent the texture will repeat. Try lowering the tessellation value and see if that fixes it for you. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
wh1sp3r Posted February 22, 2010 Author Share Posted February 22, 2010 yes, it fixes my problem, thanks. so, it should not compress texture Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 22, 2010 Share Posted February 22, 2010 I don't think it is supposed to compress the UV coordinates. Higher tessellation should be used to add more geometry to help the road conform to more complex terrain, which this property does accomplish. I think the UV coordinates getting compressed is probably a bug. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
wh1sp3r Posted February 22, 2010 Author Share Posted February 22, 2010 i hope, It's a bug ! Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
Marcus Posted February 23, 2010 Share Posted February 23, 2010 All of my texture look horrible in LE and good in other engines. Not sure why. Same compression and everything else. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 23, 2010 Share Posted February 23, 2010 Turn on trilinear and anisotropic filtering. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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