Game Development Community

More DIF goodness :)

by Peter Ryan aka TorQue[MoD] · in Artist Corner · 05/12/2003 (12:02 pm) · 16 replies

Ok, I created another dif and I'm getting a new error that I've never seen before....

www.planethalflife.com/morbid/maperror.jpg
I don't know who taught me the wrong math, but since when is a texture that is 192x64 pixels not a power of 2?

Thanks!

#1
05/12/2003 (12:09 pm)
I think they need to be 2,4,8,16,32,64,128,256,512,1024,etc... Dimentions.

-Jeff
#2
05/12/2003 (12:20 pm)
Oh! So you can't use anything other than those dimensions?

That blows. Why is that?
#3
05/12/2003 (12:26 pm)
POwers of 2 are easy to proccess. So they put that as a restriction on the texture.

AAAAHHHHHH so wonderful. LOL

Matt
#4
05/12/2003 (12:30 pm)
It's inconvieniant, but it's easy enough to work around. Just slap your 192x64 onto a 256x64 image. To save texture memory, you can fill the extra space with images for other objects as well(unless it's tiled or a sprite).

-Jeff
#5
05/12/2003 (12:31 pm)
*Giant stream of profanities @#$!%@^&$@&#(@*&(#&@^$&@%#^@!%^&#@!!!!!*

We can change the code though can't we?

cause 512x512 textures don't work properly either. They get lines through them.
#6
05/12/2003 (12:34 pm)
You can change the code.

Not sure what kind of lines are going through the images. What format are they? Does your card support 512?

EDIT: My Stupidity

-Jeff
#7
05/12/2003 (12:34 pm)
This is already on my todo list...give me a week or so.
#8
05/12/2003 (12:41 pm)
PNG format and being used for the terrain....

Holdon.

www.planethalflife.com/morbid/interlaced.jpg
Every 512x512 image I've used always gets these interlaced lines through them.
#9
05/12/2003 (12:43 pm)
And I'm using a Geforce 3 ti200 64 meg so it better support 512 x512 :P
#10
05/12/2003 (3:56 pm)
Someone should point out the power of 2 requirement is mostly a nod to voodoo cards. If you aren't supporting them, you can hack this restriction out of the engine without costing yourself anything.
#11
05/12/2003 (4:16 pm)
Terrain textures MUST be 256x256 no bigger, no smaller unless you modify the engine code.
#12
05/12/2003 (4:27 pm)
that's what I thought.

Thanks Donavan
#13
05/12/2003 (7:34 pm)
one of the problems is the Terrain engine barfs on shear vertical cliffs like that. That is the real culprit here.
#14
05/12/2003 (8:08 pm)
No, the banding is definately caused by 512x textures.
#15
05/12/2003 (10:04 pm)
yeah its definitely the 512 textures causing the problem. Clifss just cause the texture to stretch funny.
#16
05/13/2003 (12:38 pm)
use 256 by 256 for the terrain images