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  • High Res Textures not working on Small Objects?..

    I have another question for the guru's here:

    Im getting pretty far into this level and I'm coming across issues with putting a high res texture onto smaller objects. For instance the attachment computer texture (both the blue screen and the base) was 512x512, however couldn't be put onto that rectangle/square (would error out compiling): "SubdivideFace: Didn't split the polygon." So I had to make that texture like a 64x64 when it also wouldn't work on 128x128. Which makes it unreadable and blurry.

    What am I missing here? I want to be able to see it clearly in game.. but with these smaller dimensions it isn't working.

    I also had the issues with this book.. When I make the book a little larger, it works.. however I'm having difficulty getting the smaller box to have a texture that is high res and not blurry.

    Thanks!
    Attached Files

  • #2
    I've found a way around it kind of. Resizing my objects :/

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    • #3
      Maybe not.. I can have a working textured object.. copy paste it.. and the pasted one doesn't work :/

      Ok it's actually just not working when I paste it (or use prefab) and then rotate the object.
      Last edited by morrowind; 07-06-2012, 12:07 PM.

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      • #4
        I do not know what the texture size limit is for level building (map/bsp) but if you use external replacement textures you should be able to have higher resolution on any texture in game.
        � Moon[Drunk]'s Quake Graphics
        � Quake Revitalization/Retexturing Project

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        • #5
          Reset the scale of the texture to 1 in both directions (click on Natural orientation or similar buttons). It should compile then.

          This error is usually created when you resize a brush while texture locking is activated.

          Rotating brushes with texture alignment intact can be a bitch, see if it works when you rotate the brush first (without texture locking!) and then scale and align the textures on the rotated faces.

          Finally, 512x512 is a high res texture. Try loading it externally. That is, use your 64x64 blurry texture as a placeholder for mapping, and provide the high res texture as a replacement texture. I do that in all my maps.

          I don't know where replacement textures go in Darkplaces (the path), but someone else will probably answer that shortly.
          Scout's Journey
          Rune of Earth Magic

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          • #6
            replacement textures should simply go in modfolder\textures
            should have the exact same name as the original texture.
            for file extension id recommend tga since it has best quality and tga textures loads fastest in darkplaces
            .
            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

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            • #7
              Yeah, wot gb said. Putting high-res textures directly into a map is not a good idea. It'll bloat the size of the map and many Quake engines will fail to load it based on that alone. Aside from that, while I think GLQuake can handle the image itself OK, I'm fairly certain that software Quake will explode merrily.
              IT LIVES! http://directq.blogspot.com/

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              • #8
                Thanks for the info everyone.

                I'm going to attempt these and will update when complete.

                One key thing is that I've been putting textures directly in the map.
                The other is that I didn't know about the 'replacing' feature with the textures.

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                • #9
                  Wait..

                  But how does adding the high res into the texture folder tell it how to apply the texture? Or does it always center it? That would be nice.

                  edit: darkplaces

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                  • #10
                    darkplaces knows how to replace a texture with hi-res one, the texture repeats and placement will be the exact same as with the low-res texture

                    just try it and see
                    .
                    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


                    • #11
                      Quite a few engines support replacement assets these days.
                      Scout's Journey
                      Rune of Earth Magic

                      Comment


                      • #12
                        You can test this for yourself with an existing map if you need to feel more confident before proceeding.

                        Take start.bsp, do absolutely nothing with it, the standard start.bsp is fine.

                        Create a subdir under id1 called textures.

                        Find a nice repeating brick pattern on the web - something like this will do: http://40watt.biz/graphics/images/te...one_blocks.jpg.

                        Save it as a TGA called "wbrick1_5.tga" in the textures subdir you just created.

                        Run your engine and load the start map - see anything different?
                        IT LIVES! http://directq.blogspot.com/

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                        • #13
                          WOW!

                          Big difference. THANKS EVERYONE.

                          However the textures no longer are sized correctly on some of the objects, mainly the ones that I've changed the X,Y on.

                          Will texture lock help this?

                          Thanks!


                          Also.. this seems to assist with the lagging when looking at the textures as well.
                          Last edited by morrowind; 07-09-2012, 11:43 AM. Reason: Also..

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                          • #14
                            Texture lock helps most with just moving brushes around with the textures intact.

                            Anything involving rotation or resizing has a potential of messing up when Texture Lock is engaged.

                            Try manually resizing and aligning the textures on those objects. Your map editor might also have an auto-scale/align function that fits textures to the size of a face, if this is what you're looking to do.

                            No one said mapping was easy. ;-)
                            Scout's Journey
                            Rune of Earth Magic

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