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  • Shambler234
    started a topic My textures are messed up (lava)

    My textures are messed up (lava)

    [IMG][/IMG]
    as you could see, it's in blocks.

  • Shambler234
    replied
    Originally posted by golden_boy View Post
    Gimp has a "make seamless" filter, too.

    There is also a manual way to make textures seamless, which is a bit more involved. Might google for that if interested.
    thanks for the info.

    Leave a comment:


  • golden_boy
    replied
    Gimp has a "make seamless" filter, too.

    There is also a manual way to make textures seamless, which is a bit more involved. Might google for that if interested.

    Leave a comment:


  • Shambler234
    replied
    Originally posted by talisa View Post
    i dunno about photoshop but i know paintshop pro which i use myself includes a special effect to make a texture be seamlessly tiled which works great for most textures

    so try looking through the filters, perhaps photoshop has a filter specially for that too?
    I'll try paint shop pro, then post results.

    Leave a comment:


  • talisa
    replied
    i dunno about photoshop but i know paintshop pro which i use myself includes a special effect to make a texture be seamlessly tiled which works great for most textures

    so try looking through the filters, perhaps photoshop has a filter specially for that too?

    Leave a comment:


  • Shambler234
    replied
    Then how could i make it seamless?

    Leave a comment:


  • Spiney
    replied
    Remember that in Photoshop gaussian blur does not account for seamlessness!

    Leave a comment:


  • Shambler234
    replied

    I guess somethings wrong with the texture.

    Leave a comment:


  • Spiney
    replied
    When the GPU doesn't meet a certain spec it cannot execute the shader code, so there's other more primitive shaders to fall back on.

    Leave a comment:


  • Shambler234
    replied
    Originally posted by R00k View Post
    The original post looks to be DP. Yet, it might be in a fallback mode due to gpu limitations.
    Fallback mode?

    Leave a comment:


  • R00k
    replied
    The original post looks to be DP. Yet, it might be in a fallback mode due to gpu limitations.

    Leave a comment:


  • Spiney
    replied
    Originally posted by Spike View Post
    older engines (ones with no glsl support) subdivide water geometry such that no part spans too large an area. when those regions are not evenly spread (due to cuts caused by the supports for the jutty out bits), then the texture coord warping can invert and overlap in certain places.
    fte and dp both use glsl for water where possible, so you won't see it there.
    note how fte uses a different (q3-style) water warping (scrolling and scaling more than warping) so that small subdivisions are barely noticable. so on older hardware, fte is less faithful but also less glitchy because of it. I don't know what dp tries to do when it has no glsl support available. nor do I know which engine that original screenshot came from
    Does using a dudv shader replace the need for subdividing the water planes? I know RMQ does it that way. Needs sm2 support?

    Leave a comment:


  • webangel
    replied
    Originally posted by damage_inc View Post
    I tried several different Quake engines/installs with differing mods, it show up worse in some and not all with others. I have the same issue with DP pretty water, some installs it's perfect and others... not so much.

    I think you'd just have to start with a "clean" directory and rebuild until you find the flaw.
    My unmodified DP folder is clean. Original .pak files + Darkplaces - notthing else....
    I know we had this dicussion here in the past but dont can find it atm.

    Leave a comment:


  • Spike
    replied
    older engines (ones with no glsl support) subdivide water geometry such that no part spans too large an area. when those regions are not evenly spread (due to cuts caused by the supports for the jutty out bits), then the texture coord warping can invert and overlap in certain places.
    fte and dp both use glsl for water where possible, so you won't see it there.
    note how fte uses a different (q3-style) water warping (scrolling and scaling more than warping) so that small subdivisions are barely noticable. so on older hardware, fte is less faithful but also less glitchy because of it. I don't know what dp tries to do when it has no glsl support available. nor do I know which engine that original screenshot came from

    Leave a comment:


  • damage_inc
    replied
    I tried several different Quake engines/installs with differing mods, it show up worse in some and not all with others. I have the same issue with DP pretty water, some installs it's perfect and others... not so much.

    I think you'd just have to start with a "clean" directory and rebuild until you find the flaw.

    Leave a comment:

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