ZylonBane on 4/9/2005 at 16:50
Quote Posted by Eshaktaar
That's what I meant with the small overlap. If you place two textures on top of each other, the bottom of the upper texture needs to have one or two pixel rows of the lower texture's top (or vice versa). This allows you to adjust the UV mapping of both textures a little so they end where they are supposed to meet.
Ah, okay. I thought you were saying there was a solution that didn't require dinking with the texture data.
Targa on 4/9/2005 at 16:58
Sounds like a complicated explanation for what's called "seamless textures". :)
Ottoj55 on 4/9/2005 at 17:18
yes, where are some of these objects currently, i'd like the switches and things for my mission.
ZylonBane on 4/9/2005 at 17:35
Quote Posted by Targa
Sounds like a complicated explanation for what's called "seamless textures". :)
Seamless textures are generally tiled. What we're talking about here is how to work around Dark's rendering behavior when juxtaposing
different textures.
Ajare on 4/9/2005 at 17:42
Quote Posted by ZylonBane
Ah, okay. I thought you were saying there was a solution that didn't require dinking with the texture data.
As things stand, there is no practical solution other than that. This whole thing comes about due to a fundamental 'flaw' with the graphics pipeline. Namely that the hardware does not have access to a polygon's neighbours at rasterisation time, so it filters the current polygon's edges against its own opposing ones, for lack of anything better. Now, there is an extension that solves this completely, the only problem is that it was introduced some time after these games were made.
Lady Rowena on 4/9/2005 at 18:30
I entirely agree with Eshaktaar and R Soul about the installation of the object package.
Besides what they already said, I also have a palette problem, I hit the limit for the second time now and since I have lots of custom objects and paintings, I had to create my own grouped palettes.
Ottoj55 on 4/9/2005 at 18:44
i understand lady r's problem too, all my objects share a lot of palettes, i have two texture families with the same palette, they are different texture types entirely and separate families is a management thing, i won't need more than about 12 families total i don't think anyway. my question is, just because we can texture the door with 2 stacked 256x256 textures, should we? thats a 512x256 texture on a 4x8 door, thats a lot, by my understanding of textures the door at that size should look fine with a 256x128 texture on it, t2 used 128x64 textures for "high" quality 4x8 doors, many doors used 64x32 textures, which look crappy, this is four times as large as it needs to be, and smacks of a, "why not do it if i can" attitude. can and should are different things.
ZylonBane on 4/9/2005 at 19:04
Why? Because the entire point of the exercise to make Thief's objects look as good as this antique engine can possibly manage. By modern standards, a 256-pixel-wide texture isn't considered particularly high-res at all.
Plus, you have to consider that in Thief (or any FPS for that matter), doors are the objects most likely to fill the player's screen. They need all the resolution they can get. Heck, it might even be worth the effort to model some real surface detail into these doors.
Christine on 4/9/2005 at 19:06
Quote Posted by Lady Rowena
I entirely agree with Eshaktaar and R Soul about the installation of the object package.
Besides what they already said, I also have a palette problem, I hit the limit for the second time now and since I have lots of custom objects and paintings, I had to create my own grouped palettes.
I totally agree. Some of my old mission had this palette problem too. And I really don't want to test through all my fms again, just to see how it looks or if it crashes. :(
Ottoj55 on 4/9/2005 at 19:11
so by your logic zylon i should split the door into even smaller parts, maybe 8 squares and make each a 256x256 texture for a total of or 2048x1024 or something, that would be some super detail. what good is a door at 256x512 when its sitting next to a tiled 64x64 default texture at scale 16 that looks like garbage?