Texture color?
by Minako · in Artist Corner · 08/01/2002 (5:45 am) · 10 replies
Are textures in the gam elimited to 256 colors or something? We've got a texture on a model, and when we put it in the game, it looks far far worse than when it was in lightwave, as if Torque reduced the color count seriously, and thus the thing has no find gradations between colors and is quite ugly. Sky in the level (water world level in the demo) also has the same problem is you look up, it's very obvious there. Anyone know what's going on?
Minako
Minako
#2
It sounds like you need to tweak your game settings either via the options window (if it has one) or through prefs.cs.
08/01/2002 (5:53 am)
Actually, all textures MUST be 32 bit (I can't save in 24 bit, so I don't know about that).It sounds like you need to tweak your game settings either via the options window (if it has one) or through prefs.cs.
#3
They always seem to look wierd (aka not smooth shaded) when you look up at them.
08/01/2002 (6:04 am)
I'm wondering about the clouds...They always seem to look wierd (aka not smooth shaded) when you look up at them.
#4
I think there is a setting for how detailed you want the clouds to look. Perhaps this is it?
08/01/2002 (6:07 am)
I'm not sure what you mean, Stuart...I think there is a setting for how detailed you want the clouds to look. Perhaps this is it?
#5
The reason I ask is that we were freaked about how terrible our textures looked in Quark. So on a whim, we put them in the actual engine and they look great.
08/01/2002 (6:47 am)
This may seem like a stupid question but is this happening to you in game or while texturing in Quark?The reason I ask is that we were freaked about how terrible our textures looked in Quark. So on a whim, we put them in the actual engine and they look great.
#6
Minako
08/01/2002 (6:58 am)
No, this is on an actual model. We're texturing it, texture in lightwave looks just like the photoshop texture we just did, then once we try and load the model into the game in the little -show thing, the poor texture looks like someone reduced its color palate.Minako
#7
08/01/2002 (7:32 am)
I'd still recommend checking your prefs.cs file to make sure it's set correctly. Also, if you have "Convert 32bit to 16bit graphics" turned on for your video card settings that will make it more grainy.
#8
Minako
08/01/2002 (7:38 am)
What line in the prefs.cs file would do this? It doesn't look like a 16 bit texture, it looks like it's a 256. It's all done on one machine, the model, the UV unwrap, the paninting in photoshop and the awful texture quality once it gets to Torque.Minako
#9
08/01/2002 (7:46 am)
make sure you are running in 32bit too.... clouds etc look horrible in 16 bit
#10
(note the 32 in the last one)
There are also:
Have you tried both OGL and D3D? Did you find an options window? (Not all prefs are accessible via options, but some are)
Otherwise, I don't know what is happening. =/
08/01/2002 (7:48 am)
the prefs file should be in a \client\ directory. I'd suggest to look over all of them, like:$pref::Video::profiledRenderer = "Radeon 7200 SDR x86/MMX/3DNow!"; $pref::Video::profiledVendor = "ATI Technologies Inc."; $pref::Video::resolution = "1024 768 32";
(note the 32 in the last one)
There are also:
$pref::OpenGL::force16BitTexture = "0"; $pref::OpenGL::forcePalettedTexture = "0";
Have you tried both OGL and D3D? Did you find an options window? (Not all prefs are accessible via options, but some are)
Otherwise, I don't know what is happening. =/
Associate James Urquhart
-Torque has not got a limit on the amount of colours in a texture.
-As for the sky, i *think* if you increased the texture size of it, it'll look better. (It looks stretched with me for some reason)
It might help if you posted some screenshots with the problem.