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Thread: Dependancy: texture - cell/grid size

  1. #1

    Dependancy: texture - cell/grid size

    As ido my first stepts in visitor atm, i dont want to step in each trap i could.
    So after my terraingot textured right now i got the feeling thtthe textures look a bit blurry or unsharp.

    Of course a terrain looks completely different with objects on it etc
    But are there any dependancies in which cases texures could look blurry or unsharp?

  2. #2
    CWR² Developer Bushlurker's Avatar
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    Close up ground textures should look fine close-up - or else theres something wrong somewhere...
    Ground texture at distance - on hills, etc - is basically your Sat_lco...
    To look decent this should be 10x the resolution of your heightmap, so...

    1024x1024 terrain = 10240x10240 Sat_lco...

    Going much under 10x will start to look bad - going much over it is a diminishing returns situation - the distance won't look that much better - but filesizes will rise exponentially...

    A screenshot always helps with these sort of posts...


    B


  3. #3
    Reactivating my initial started thread....

    I created my terrain from
    a heightmap with 1024x1024
    sat_lco 10240x10240
    mask_lco 1024x10240

    the visitor settz
    terrain grid size 1024 x 1024
    terrain cell size 10m
    terrain size 10240x10240

    satellite grid 96
    texture size (texure layer) 80x80m

    After i created all the layers the textures and there transitions look very weird.Is it possible that i this strange transitions arnt correct coz i wasnt 100'% correct in glueing the satmap tiles?
    http://img180.imageshack.us/img180/2989/texti.jpg

    What is the maximum number u can use as basic texures on one terrain?
    Last edited by Nephris1; Nov 10 2010 at 14:50.

  4. #4
    I probably posted my question not clear enough.
    What causes wrong transitions on the textures, like u can see on this screenshot


  5. #5
    CWR² Developer Bushlurker's Avatar
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    Looks like badly stitched satellite image tiles to me... you'd need to find that spot with the texture file loaded into photoshop or something - zoom right in and see if it looks like that...
    You have to be pixel-perfect with this stuff - remember 1 pixel on the sat-layer = a whole 1m on the ground...

    B

  6. #6
    Yes, you are right i was a bit sloppy i guess un glueing the tiles again.
    Is the unsharp texture "normal" from that height or do i need to take care for sth here also?

  7. #7
    CWR² Developer Bushlurker's Avatar
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    Hi Nephris...

    Its all down to resolution I guess... with the 10x thing mentioned above you'll get 1px = 1m... thats not too bad at a reasonable distance like hills, etc... the idea being that - before you get too close and it starts to look like a photo thats been zoomed in too close - the detailed ground textures kick in and give you better "closeup" detail... thats the theory anyway...
    In your pic... well - I guess thats what it's gonna look like at that height, yeah... "disguised" and dressed with visible objects too, don't forget - so it won't look quite so bare as it does now...
    Its always best to start with the highest res pic possible and reduce, rather than the other way about, of course...


    B
    Last edited by Bushlurker; Nov 12 2010 at 17:11.

  8. #8
    Hi there,

    this doesn't look like a Sat_lco picture problem but more like a wrong setting in visitor for the Texture layer.



    http://yfrog.com/4btexturelayerj

    Something in here, the texture size.

    Your 80*80 ?? fool around with those settings, or check your sat_lco and mask_lco sizes.

    Well if it is your sat_lco in that bad shape, then indeed you need really high resolution pictures without any stiching noticable when zoomed in very closely, if you have a sattelite picture with a resolution of 1 meter(very high resolution, higher is even possible these days), then 1 pixel represent 1 by 1 meter in "real" game life, so even a dirt effect of 1 pixel will be very noticable ingame !!!, even a not good brushed foto, with maybe only 1 part of a letter from an overlay text on the foto will give you ingame a part of a letter on the ground of a couple of meters

    Later,
    Allie
    Last edited by Alliexx; Nov 12 2010 at 17:55.

  9. #9
    Thx for your input.
    What i ve done now, is to download again a sat image via google satelite maps downloader and created a bigmap automatically.The zoomfactor of the tool was 17(if anyone knows sth about it...?).

    I ll post an extract of it, just to be sure the zoom is fine enough.

    I ll then use again
    a heightmap with 1024x1024
    sat_lco 10240x10240
    mask_lco 1024x10240

    the visitor settz
    terrain grid size 1024 x 1024
    terrain cell size 10m
    terrain size 10240x10240

    After the textures got generated i ll post here again,to see what happened.

  10. #10
    Before i give my next attempt a try, i ve got 2 further questions.

    In what depth should be the sat_lco saved in bmp format?
    16, 24 or 32?

    What do u do with the houses, thatu can definately see on a sat map?
    Simply choose a region without houses?Or photoshoping or keep it as it is and set in visitor also a house on it?

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