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Shoddy Texture

Posted: Sat Feb 26, 2005 3:24 am
by fuhrer
ok why does my texture look like this in radiant...

Image

and this in moh.....

Image

Posted: Sat Feb 26, 2005 5:04 am
by lizardkid
settings, that blur is caused by lower settings, an anti-aliasing thing to imprive performance ;)

Posted: Sat Feb 26, 2005 3:45 pm
by Master-Of-Fungus-Foo-D
yes.. jack up your MOHAA settings so itll look better...

Posted: Sat Feb 26, 2005 6:59 pm
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 :)

Posted: Sat Feb 26, 2005 8:17 pm
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?

Posted: Sat Feb 26, 2005 11:20 pm
by Master-Of-Fungus-Foo-D
make it jpg instead of tga? i dunno

Posted: Sun Feb 27, 2005 12:05 am
by At0miC
tga is a better quality then jpg :wink:

Posted: Sun Feb 27, 2005 12:35 am
by Master-Of-Fungus-Foo-D
0...

Posted: Sun Feb 27, 2005 10:06 am
by Rookie One.pl
But it weighs much less. ;)

Posted: Sun Feb 27, 2005 8:59 pm
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
}
}