Game Development Community

Texture Washout

by Chris Labombard · in Torque Game Engine · 08/30/2005 (11:51 am) · 8 replies

I'm having an issue with texture washout.

I am using TGE 1.3 with the Lighting Pack beta (V 1.3.5)

My textures don't look the same in TGE as they do in Milkshape:

MILKSHAPE
i5.photobucket.com/albums/y197/ChrisLabombard/ms2.jpg
TGE
i5.photobucket.com/albums/y197/ChrisLabombard/tge2.jpg




MILKSHAPE
i5.photobucket.com/albums/y197/ChrisLabombard/ms1.jpg
TGE
i5.photobucket.com/albums/y197/ChrisLabombard/tge1.jpg
Here is my sun datablock: I have no other light sources in the mission.

new Sun() {
      azimuth = "65";
      elevation = "35";
      color = "0.450000 0.450000 0.450000 1.000000";
      ambient = "0.300000 0.300000 0.300000 1.000000";
         rotation = "1 0 0 0";
         position = "0 0 0";
         locked = "false";
         scale = "1 1 1";
         direction = "0.235001 0.635001 0.239941";
   };

There are 2 FXSunLight's but from what I've read they don't effect anything.

Has anyone else experienced this issue ? or knows what is wrong ?

I posted this in the wrong forum before :S

About the author

I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.


#1
08/30/2005 (11:59 am)
Quote:
The reason for this is because the lighting pack doubles the intensity of the
light in TGE. In other worlds all lights that were a value of 1 are now a value
of 2; so you are going to get some pretty bright textures.

That means you need to take your value for your sun light and divide it by two
and your textures will apear either in the showtool or Milkshape.

Hope that helps


Greg - I tried that. They're still washed out the same... there just darker now.
#2
08/30/2005 (1:48 pm)
Chris I don't think anything is really wrong, just the nature of Torque and it's ambient lighting. You can reduce the ambient levels in the editor and get it close to what you are seeing in MS. Most of the time I also have to drop the texture levels down quite a bit in Adobe to keep it looking decent.
#3
08/30/2005 (2:00 pm)
Chris,

Is your texture files look like your MS screenshot or like your TGE screenshot ?
I think you have to work in MS in the same light environement as in the TGE.

Christophe

PS : You have a pixel dentisity problem wiht your first house
#4
08/30/2005 (2:35 pm)
The objects look different in TGE because the light properties (color, intensity, ambient) are not setup the same between TGE and MilkShape.

Assuming that the light properties can be adjusted in MilkShape like other modeling apps; open up the light adjustment window and write down the lighting values, then open up TGE's mission editor and set the sunlight properties to half of those values (for both the color and ambient).

Also make sure that the DTS is a TSStatic, StaticShape, or a ScopeAlwaysShape object - then disable all advanced lighting options except 'receiveSunLight' (you can tweak the lighting later, but start with this setting).

After relighting the scene (it helps to see all objects under the same lighting conditions) your DTS objects should look very similar to the way they look in MilkShape.
#5
08/30/2005 (6:09 pm)
Christophe - I have no idea what a pixel density problem is. Could you please explain. Do you mean the lack of antialiasing ?

Ok... I guess I was mistaken. the actual texture maps themselves look almost exactly the same as the TGE screenshots.

And there appears to be NO way to adjust the light in milkshape.

Too bad. The milkshape shots look much better then the TGE shots.

Perhaps I can get them similair by adjusting the sun light settings.

Thank you for your help :) Much appreciated
#6
08/31/2005 (1:54 am)
Chris,

A pixel density problem means that the texture is not applied in a homogeneous way.
Replace you texture file by a squared one like this :

ftp1frogames.free.fr/testMap.jpg
Make a render of your house in order to check that the squares have the same size all over the shape (for your house, it looks like the texture of the stone wall is dilated).

About your lighting problem, don't change your sun settings in the TGE, but change your texture file (WYSIWYG).

Christophe
#7
08/31/2005 (3:37 am)
Christophe - Thank you for the advice, and explaination. Unfortunately, I did not make the house, and am just starting to learn how to texture. Otherwise I would fix it.

EDIT: How did you know there was a density problem ?
#8
08/31/2005 (4:16 am)
" there appears to be NO way to adjust the light in milkshape"

That's ok, you can still adjust the sunlight in the mission editor, it's just going to take some experimentation. Make sure to verify that the DTS object is using the 'receiveSunLight' lighting option, otherwise you'll get weird ambient lighting on the object.



"How did you know there was a density problem"

It's easy to spot, some of the textures look fuzzy next to others - ideally the textures should all have the same texel density. That density should be used across all objects in the scene (unfortunately this is hard to control on the terrain though the detail textures can be used to your advantage).



Christophe is an artistic genius - check out his latest plan (WOW! :).