Game Development Community

Terrain Texture Problem

by Joe Melton · in Torque Game Engine · 10/01/2003 (11:26 pm) · 13 replies

Whenever I create a texture for terrain, it ends up like this:

www.alaskapulltabs.com/mmais/epromo/images/terraintextureproblem01.jpg
The image I am using for the texture is 512x512 and I've made it tileable, unless the method I learned for making tileable textures is incorrect.

Can anyone tell me how to repair this, so I don't get that weird effect? Thanks.

#1
10/02/2003 (12:27 am)
That looks like what happens when Im working on my IBM T40 laptop. It only has an ATI Mobility Radeon with 16MB VRAM. I think it has something to do with the terrain bump mapping code.

It doesn't happen on my desktop which has an NVidia GeForceFX 5200 with 128MB VRAM.

I actually dont know it we have the same problem though.

Alex
#2
10/02/2003 (12:37 am)
Try resizing it to 256x256
#3
10/02/2003 (12:45 am)
My video card is a GeForce4 Ti4600 w/ 128 MB VRAM.

I believe this was happening to me even before the bump mapping code was added. I'll go ahead and try the 256x256 texture, although that will give me less detail.
#4
10/02/2003 (12:48 am)
Ok, resizing it to 256x256 works. Is anybody having any luck with 512x512 though?

I'm using the latest HEAD btw.
#5
10/02/2003 (1:50 am)
Just a guess.. try to resize the bump detail to match the texture size
#6
10/02/2003 (1:57 am)
I thought that the TGE supported as standard 256x256, there are threads around about 512x512 textures.
#7
10/02/2003 (2:18 am)
Sotck TGE only accepts terrain textures that are 256x256.
#8
10/02/2003 (2:40 am)
Yeah I think its the blender which makes it do that over lapping effect. Search for 512 textures and you'll find c++ code about how to make TGE support 512x512 textures.
#9
10/02/2003 (8:26 am)
Thanks. I'll hopefully have time to get to that tonight.
#10
10/02/2003 (8:31 am)
Hmm...after searching for "512" I found some posts that referred to my problem. Yes, I should have searched before making my original post. Shame on me.

Anyway, looks like I'll have to touch up on my asm. Guess I'll have to actually learn asm first. :D
#11
10/03/2003 (4:13 pm)
You can disable the asmbler version of the blender and just use the C++ version. I've had 512x512 textures working before and plan to add them back into the GORPE tree at some point. Took a bit of mucking around before I got it all working though.
#12
10/03/2003 (5:41 pm)
@Donavan: What about the fps hit induced by the disabling of the assembly code?
#13
10/03/2003 (7:37 pm)
The fps hit is exactly why I don't want to use the C++ version. I'm not a good enough programmer to be able to optimize the engine enough to make up for disabling the asm version of the blender. I do know a good asm programmer, but unfortunately he doesn't have a Torque license.