Post your skinning / modelling questions or answers here
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fuhrer
Captain
Posts: 253 Joined: Sun Mar 14, 2004 3:36 am
Post
by fuhrer » Sat Feb 26, 2005 3:24 am
ok why does my texture look like this in radiant...
and this in moh.....
Last edited by
fuhrer on Sat Feb 26, 2005 8:23 pm, edited 2 times in total.
lizardkid
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Posts: 3672 Joined: Fri Mar 19, 2004 7:16 pm
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by lizardkid » Sat Feb 26, 2005 5:04 am
settings, that blur is caused by lower settings, an anti-aliasing thing to imprive performance
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lizardkid
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by lizardkid » Sat Feb 26, 2005 6:59 pm
oh, and i have high-speed DSL, so the pics dont bother me, but some people have smaller monitors or 56K (or 28.8K
) so resize a lil please
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fuhrer
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Post
by fuhrer » Sat Feb 26, 2005 8:17 pm
yeah sorry always forget about resizing pics, the rest of the textures look fine with low settings, how do i make the custom one look the same?
At0miC
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by At0miC » Sun Feb 27, 2005 12:05 am
tga is a better quality then jpg
Rookie One.pl
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by Rookie One.pl » Sun Feb 27, 2005 10:06 am
But it weighs much less.
panTera
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by panTera » Sun Feb 27, 2005 8:59 pm
If you have a texture with much details then tga is the best choice. Yes a jpg weighs much less but that's only file size. A jpg texture with the same dimensions as a tga texture takes up just as much space in memory.
If you scale a texture down in Radiant the pixels become smaller which makes the texture look sharper. That's one option. However you can also add "nopicmip" to the shader. This will prevent a texture from being affected by the r_picmip setting.
(example:)
textures/custom/texture
{
surfaceparm metal
nopicmip
{
map textures/custom/texture.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}