Shoddy Texture

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fuhrer
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Shoddy Texture

Post by fuhrer »

ok why does my texture look like this in radiant...

Image

and this in moh.....

Image
Last edited by fuhrer on Sat Feb 26, 2005 8:23 pm, edited 2 times in total.
lizardkid
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Post by lizardkid »

settings, that blur is caused by lower settings, an anti-aliasing thing to imprive performance ;)
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

yes.. jack up your MOHAA settings so itll look better...
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The Fungus Theme song!!!

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lizardkid
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Post by lizardkid »

oh, and i have high-speed DSL, so the pics dont bother me, but some people have smaller monitors or 56K (or 28.8K :o) so resize a lil please :)
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fuhrer
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Post by fuhrer »

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?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

make it jpg instead of tga? i dunno
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The Fungus Theme song!!!

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At0miC
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Post by At0miC »

tga is a better quality then jpg :wink:
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

0...
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The Fungus Theme song!!!

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while (local.player istouching self)
Rookie One.pl
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Post by Rookie One.pl »

But it weighs much less. ;)
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panTera
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Post by panTera »

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
}
}
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