gamophyte on 23/7/2018 at 00:00
Some time ago, from Sliptip I believe, I learned that for nice detailed soft shadows you should scale down your texture here:
Inline Image:
https://i.imgur.com/LN5lcyo.pngI think Sliptip settled on 15 for walls 14 for floors. Is this still pertinent with NewDark? For ease of building can we make textures that look good for scale 16 then change shadows directly? I thought I heard something about this.
Another issue I'm having is, whether I scale down to 14, or use 512 for "terrain_scale" in the MTL (they end up looking the same with 2048x2048 tex), neither make the texture look like it "pops". It doesn't look how it does if I open in windows, such to say it has a slight blur to it - it's not as sharp. Sharpening in photoshop doesn't help. is this just inate to the rendering engine? is there a way around it anyone has found?
Thanks! Happy summer!
Le MAlin 76 on 23/7/2018 at 14:12
I think the scale of textures must be set in material.
The dromed scale texture change too the lightmap scale. But now there is a param to apply a general size of lightmap (set_lighting_scale); in general set it to value "2".
Then don't use the dromed texture size: increasing lightmap size increase too the complexity so if you use both params for the lightmap you will have quickly some error of portalization.
gamophyte on 23/7/2018 at 15:01
Quote Posted by Le MAlin 76
I think the scale of textures must be set in material.
This is the way I've been going, but then wondered about better looking shadows.
Quote Posted by Le MAlin 76
The dromed scale texture change too the lightmap scale. But now there is a param to apply a general size of lightmap (set_lighting_scale); in general set it to value "2".
Thanks for confirming set_lighting_scale, I will search more on it to see what is safe to use.
Quote Posted by Le MAlin 76
Then don't use the dromed texture size: increasing lightmap size increase too the complexity so if you use both params for the lightmap you will have quickly some error of portalization.
I take it you mean if I plan to use set_lighting_scale, don't touch the Dromed scale? I wouldn't need it anymore once I do set_lighting_scale, so I think we're good there.
Now to figure out how to make textures look crisper. I would have assumed if scaled down they would look defined and less blurry. But again I think I maybe just thinking I've seen other's missions without this issue from false memory. I think it's how the engine does shaders. I dunno. Thank you for your reply Le MAlin 76.
GORT on 24/7/2018 at 02:01
If you're using " set_lighting_scale", keep in mind that this can increase the cell count a bit. Also, it'll take longer to process it.
Le MAlin 76 on 30/7/2018 at 17:26
Me i just stay at x2. I tried x4 or x6 just to see the result, but not for building.
The size texture of dromed change too the cell count i think, because with 15 or 14, there will be more data in compilation.