Game Development Community

Textures show in Quark, but not in game

by Steve Howson · in Torque Game Engine · 11/09/2006 (6:58 pm) · 7 replies

Thanks Chris,
I realized my mistake as soon as I sent the message and deleted it, but you had already posted. :)

#1
11/09/2006 (6:58 pm)
Texture dimensions need to be powers of 2 NOT divisible by 2.
eg. 64 x 64, 128 x 64, 512 x 512 etc
#2
11/10/2006 (10:32 am)
Here's another question on the same topic.
How do you handle textures that are not square and doing any combination of a power of two would distort it too much.

For instance I have a window and making it a power of two would either make it too skinny or too fat.

How do you handle something like that? Chop it up into squares?
I tried just resizing / realigning in Quark, but when it get's imported into Torque all my quark scaling is ignored and it makes it square again.

Thanks for any info.
#3
11/10/2006 (10:49 am)
Textures can be any combination of 2.

IE: 64 x 128, 128 x 512, 512 x 64.
#4
11/10/2006 (11:00 am)
Thanks, I understand that, but with some textures you can't keep the original shape with any combination of power of two.

Is there a trick for getting around that?

Thanks.
#5
11/10/2006 (11:15 am)
Greetings

Just because the texture is power 2 doesn't mean the brush it is applied to has to be power of 2

Streching the texture over a non square block will restore your square texture to the non-square shape you need for it to look good.

Hope this helps

Regards

Graham
#6
11/10/2006 (11:23 am)
Thanks.
I tried that and in Quark it looked great, but when I imported the DIF to Torque, only half the texture showed because it ignored my scaling I did on the texture.

I did it just on the face, do I need to do it to the whole brush?
I'm assuming I can do it per face, but can't figure out why it's not working.

Thanks.
#7
11/10/2006 (7:04 pm)
Ok so I found out that shrinking the texture doesn't work, but stretching it does. :)

Thanks all!