SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: Snake on April 05, 2014, 12:03:08 PM

Title: Converting a few textures
Post by: Snake on April 05, 2014, 12:03:08 PM
Could someone do me a huge favor and convert the attached textures to .tga format? I no longer have the ability since I don't have a photo editor. I am currently downloading one now but it will be a while..

Title: Re: Converting a few textures
Post by: Unit 33 on April 05, 2014, 12:10:20 PM
Yes. Here they are.
Title: Re: Converting a few textures
Post by: Snake on April 05, 2014, 01:05:36 PM
Thanks Unit!
Title: Re: Converting a few textures
Post by: RepComm on April 05, 2014, 06:09:37 PM
please note that all textures must be a squared pixel size(ie 1024, 512, 256 or this divided by 2 etc) for SALLY to accept them and render them correctly.

you can have a 512x256 etc, but not "un-squared" pixel sizes.
Title: Re: Converting a few textures
Post by: Snake on April 05, 2014, 06:38:12 PM
Ah, that could be the issue with some of them not working/looking blue.
Title: Fixing Odd Texture Sizes For SWBF
Post by: RepComm on April 05, 2014, 07:21:39 PM
Fixed the size of the one with the odd pixel size.
The size is stretched of course, but your model won't know the different (that's the way uv mapping works, it will just stretch the uvs to the correct positions to compensate)

List of sizes usable (px wise): 2, 4, 8, 16, 32, 84, 168, 256, 512, 1024, 2048.
If you are going to stretch a texture to a specific size, always go bigger (round it up to the next round number above)

So in this case, i stretched a 384px to 512, because it is the closest and above. If you stretched it to something lower like 256, the texture would be acceptable, but also become more distorted on your 3d model, causing undesired visual blur/pixelation.

Like I said, your model will not know the difference, and it will look just as fine ingame than as it was in sketchup beforehand.
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