PDA

View Full Version : Textures are distorted - how to fix?



[FRL]Myke
Feb 13 2010, 23:30
I've encountered a strange problem and although i've tried everything (well, probably not, else the problem would have been gone) i can't get rid off this problem:
textures appears distorted.

http://www.armaholic.com/datas/users/372-o2_distorted.jpg

Focus on the brighter circle around the gauges glasses (both). As you see at the speedmeter where the number "7" or at the altimeter right next to the "8", the textures are kind of distorted.
Although they probably aren't 1000% round on the textures, they surely aren't that messed. Also in the UV Editor i can't see any misaligned model reference (lack of english vocabulary but i guess you know what i mean: it fits well there) so i'm kinda lost there.

FYI: although the textures are merged into a 1024x1024 sized tex, the parts of the gauge boxes represent 256x256 pixels. For both gauges the texture parts are one the same .pac texture (merged).
rvmats aren't applied there yet. The picture is taken ingame, not in Buldozer.


:EDITH:
and while you're here, take a look at the altimeter on the right, focus on the numbers next to the "3". There you should be able to read "1013" and in buldozer it is correct but ingame i got these black thin lines which also moves while looking around and/or zoom in/out. It is definately not z-fighting since there are no faces near enough to cause it.

Any help is much appreciated since this doesn't represent the quality i like to deliver.

mikebart
Feb 14 2010, 00:13
so the white numbers and markings have are a stencil alpha right?, it looks like the image is getting messed up on the smaller bits because the areas you described probably arent clean enough on the alpha channel to clip neatly, even 1 tone difference in pixel colour will affect how clean the alpha clips the image.

if you cant clean it up easily, then you probably need to allocate more resolution to the numbers and markings, (then there will be more pixels for the alpha to work with giving you a cleaner image regardless) 256x256 is probably a bit low for something with that much information on it, especially if you want to read all the small lettering.

edit: or try using and alpha blend shader

[APS]Gnat
Feb 14 2010, 01:46
Yeh, the alpha is my guess too