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:

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.

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.
#2
10/02/2003 (12:37 am)
Try resizing it to 256x256
#3
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.
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
I'm using the latest HEAD btw.
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
Anyway, looks like I'll have to touch up on my asm. Guess I'll have to actually learn asm first. :D
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.
Torque Owner Alex \"bathala\" Rufon
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