Announcement

Collapse
No announcement yet.

My textures are messed up (lava)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I tried several different Quake engines/installs with differing mods, it show up worse in some and not all with others. I have the same issue with DP pretty water, some installs it's perfect and others... not so much.

    I think you'd just have to start with a "clean" directory and rebuild until you find the flaw.
    Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

    Comment


    • #17
      older engines (ones with no glsl support) subdivide water geometry such that no part spans too large an area. when those regions are not evenly spread (due to cuts caused by the supports for the jutty out bits), then the texture coord warping can invert and overlap in certain places.
      fte and dp both use glsl for water where possible, so you won't see it there.
      note how fte uses a different (q3-style) water warping (scrolling and scaling more than warping) so that small subdivisions are barely noticable. so on older hardware, fte is less faithful but also less glitchy because of it. I don't know what dp tries to do when it has no glsl support available. nor do I know which engine that original screenshot came from
      Some Game Thing

      Comment


      • #18
        Originally posted by damage_inc View Post
        I tried several different Quake engines/installs with differing mods, it show up worse in some and not all with others. I have the same issue with DP pretty water, some installs it's perfect and others... not so much.

        I think you'd just have to start with a "clean" directory and rebuild until you find the flaw.
        My unmodified DP folder is clean. Original .pak files + Darkplaces - notthing else....
        I know we had this dicussion here in the past but dont can find it atm.

        Comment


        • #19
          Originally posted by Spike View Post
          older engines (ones with no glsl support) subdivide water geometry such that no part spans too large an area. when those regions are not evenly spread (due to cuts caused by the supports for the jutty out bits), then the texture coord warping can invert and overlap in certain places.
          fte and dp both use glsl for water where possible, so you won't see it there.
          note how fte uses a different (q3-style) water warping (scrolling and scaling more than warping) so that small subdivisions are barely noticable. so on older hardware, fte is less faithful but also less glitchy because of it. I don't know what dp tries to do when it has no glsl support available. nor do I know which engine that original screenshot came from
          Does using a dudv shader replace the need for subdividing the water planes? I know RMQ does it that way. Needs sm2 support?

          Comment


          • #20
            The original post looks to be DP. Yet, it might be in a fallback mode due to gpu limitations.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #21
              Originally posted by R00k View Post
              The original post looks to be DP. Yet, it might be in a fallback mode due to gpu limitations.
              Fallback mode?
              I am like a stray dog, lost in between what I do and what I should do.
              But sometimes, all you need is Imagination.

              Comment


              • #22
                When the GPU doesn't meet a certain spec it cannot execute the shader code, so there's other more primitive shaders to fall back on.

                Comment


                • #23

                  I guess somethings wrong with the texture.
                  I am like a stray dog, lost in between what I do and what I should do.
                  But sometimes, all you need is Imagination.

                  Comment


                  • #24
                    Remember that in Photoshop gaussian blur does not account for seamlessness!

                    Comment


                    • #25
                      Then how could i make it seamless?
                      I am like a stray dog, lost in between what I do and what I should do.
                      But sometimes, all you need is Imagination.

                      Comment


                      • #26
                        i dunno about photoshop but i know paintshop pro which i use myself includes a special effect to make a texture be seamlessly tiled which works great for most textures

                        so try looking through the filters, perhaps photoshop has a filter specially for that too?
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #27
                          Originally posted by talisa View Post
                          i dunno about photoshop but i know paintshop pro which i use myself includes a special effect to make a texture be seamlessly tiled which works great for most textures

                          so try looking through the filters, perhaps photoshop has a filter specially for that too?
                          I'll try paint shop pro, then post results.
                          I am like a stray dog, lost in between what I do and what I should do.
                          But sometimes, all you need is Imagination.

                          Comment


                          • #28
                            Gimp has a "make seamless" filter, too.

                            There is also a manual way to make textures seamless, which is a bit more involved. Might google for that if interested.
                            Scout's Journey
                            Rune of Earth Magic

                            Comment


                            • #29
                              Originally posted by golden_boy View Post
                              Gimp has a "make seamless" filter, too.

                              There is also a manual way to make textures seamless, which is a bit more involved. Might google for that if interested.
                              thanks for the info.
                              I am like a stray dog, lost in between what I do and what I should do.
                              But sometimes, all you need is Imagination.

                              Comment

                              Working...
                              X