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Thread: Texture help, crisper textures up close and shadows

  1. #1
    Member
    Registered: Sep 1999
    Location: Portland, OR

    Texture help, crisper textures up close and shadows

    Some time ago, from Sliptip I believe, I learned that for nice detailed soft shadows you should scale down your texture here:



    I think Sliptip settled on 15 for walls 14 for floors. Is this still pertinent with NewDark? For ease of building can we make textures that look good for scale 16 then change shadows directly? I thought I heard something about this.

    Another issue I'm having is, whether I scale down to 14, or use 512 for "terrain_scale" in the MTL (they end up looking the same with 2048x2048 tex), neither make the texture look like it "pops". It doesn't look how it does if I open in windows, such to say it has a slight blur to it - it's not as sharp. Sharpening in photoshop doesn't help. is this just inate to the rendering engine? is there a way around it anyone has found?

    Thanks! Happy summer!

  2. #2
    Member
    Registered: Jul 2010
    Location: Le Havre (France, 76)
    I think the scale of textures must be set in material.

    The dromed scale texture change too the lightmap scale. But now there is a param to apply a general size of lightmap (set_lighting_scale); in general set it to value "2".

    Then don't use the dromed texture size: increasing lightmap size increase too the complexity so if you use both params for the lightmap you will have quickly some error of portalization.

  3. #3
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Quote Originally Posted by Le MAlin 76 View Post
    I think the scale of textures must be set in material.
    This is the way I've been going, but then wondered about better looking shadows.

    Quote Originally Posted by Le MAlin 76 View Post
    The dromed scale texture change too the lightmap scale. But now there is a param to apply a general size of lightmap (set_lighting_scale); in general set it to value "2".
    Thanks for confirming set_lighting_scale, I will search more on it to see what is safe to use.

    Quote Originally Posted by Le MAlin 76 View Post
    Then don't use the dromed texture size: increasing lightmap size increase too the complexity so if you use both params for the lightmap you will have quickly some error of portalization.
    I take it you mean if I plan to use set_lighting_scale, don't touch the Dromed scale? I wouldn't need it anymore once I do set_lighting_scale, so I think we're good there.

    Now to figure out how to make textures look crisper. I would have assumed if scaled down they would look defined and less blurry. But again I think I maybe just thinking I've seen other's missions without this issue from false memory. I think it's how the engine does shaders. I dunno. Thank you for your reply Le MAlin 76.
    Last edited by gamophyte; 23rd Jul 2018 at 11:06.

  4. #4
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    If you're using " set_lighting_scale", keep in mind that this can increase the cell count a bit. Also, it'll take longer to process it.

  5. #5
    Member
    Registered: Jul 2010
    Location: Le Havre (France, 76)
    Me i just stay at x2. I tried x4 or x6 just to see the result, but not for building.

    The size texture of dromed change too the cell count i think, because with 15 or 14, there will be more data in compilation.

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