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Texture Tiling


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8 réponses à ce sujet

#1
Banshe

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Hi all,

Please have a look at this:

Posted Image
To fix the texture tiling, do you need to fix the texture or the model? It is from Nytir's Generic pack.

#2
Hellfire_RWS

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The easiest way would be to fix the texture.

#3
ArtEChoke

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Hey! I was going to answer that!

To see for certain if its the texture or the model, replace the .dds file with a flat grey one - then view it in the toolset (you should do this with the normal map as well - sample a color from it, fill a cube up and replace the _N.dds). If the seam remains, its the model, if it disappears, its the texture.

That is, I'm assuming you're referring to the seam running down the center of that wall.

Modifié par ArtEChoke, 01 octobre 2010 - 01:23 .


#4
dunniteowl

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My money's on texture.

dno

#5
Banshe

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Ok. I'll give it a shot and see what happens.

#6
Banshe

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Ok. I think it is that "n" texture. It is a bit see-through but I think I can make out those blasted lines... The problem is, I don't know how to get rid of them. Perhaps one of you kind gentleman would give it a quick scrub for me. Or if there is a quick and dirty way for me to fix it (I use paint.net) then please let me know. I discovered that I am going to need the generic set in order to make this Oriental City of mine work. It cuts down the number of placeables needed by a factor of up to 4.

On a side note, the oriental set uses a much smaller sized texture. Would resizing the generic texture cause problems? Is it a good idea or bad idea (I had to stretch the oriental texture to fit over the existing generic texture)

Modifié par Banshe, 01 octobre 2010 - 07:51 .


#7
Banshe

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Ok. After a good nights sleep, I figured out how to fix this. I simply copy/pasted both the standard texture and the "n" texture from the oriental set to the generic set (I did this in paint.net). The good news is, I got rid of the pesky tiling effect.

I had a stretching problem too but I solved that by putting 4 copies of the oriental texture (256x256) into the generic texture (512x512) for both the standard and "n" textures (instead of stretching one copy to fix the tiling problem above). .

That "n" texture is pretty cool. I gather it adds "texture" to the texture... :D

Modifié par Banshe, 02 octobre 2010 - 01:00 .


#8
dunniteowl

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I think the N stands for Normal, though it may be being used as a bump map. I don't know, just guessing.

dno

#9
Banshe

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I think you're right. I have heard the "awe" in the modeller's voices when they speak of "normal mapping"... ;)