Game Development Community

Terrain Material problem

by The_Hierarch · in Torque 3D Professional · 08/01/2011 (4:06 am) · 16 replies

Hiya.

This is what I'm getting:

i54.tinypic.com/j17rs4.jpg
It's not texture specific...I've tried multiple textures in different formats and I always get this same "uber-blurring" effect of textures I add.

I've had Torque for ever..but just recently decided to fire it up again. I'm obviously a bit rusty on the allowed/not-allowed/suggested aspects of T3D artistry.

I've followed the documentation and hit the net for other tutorials, all to no avail. So what am I doing wrong? I've fiddled with texture size (from 128x128 up to 1024x1024), and tried all variations of the "Diffuse --> Size". All for naught.

Such a simple thing is stopping me dead in the water.

^_^

Paul L. Ming

#1
08/01/2011 (6:07 am)
No detail texture?
#2
08/01/2011 (6:12 am)
Add a detail texture if you want detail
#3
08/01/2011 (7:10 am)
Correct me if i'm wrong.

From what i understand, the diffuse texture is applied without tiling. Then your texture is spread for the whole terrain (unlike the detail texture). So it is spread, in particular point where you look, you see only a few pixels of the texture, so it looks blurry. Try to apply only your materials to land, and watching all the ground from a distance.
#4
08/01/2011 (7:20 am)
Diffuse tiles, the size is how big you want the tiling to be.
#5
08/01/2011 (7:27 am)
So, if i set a size of 1, is applied for block?
#6
08/01/2011 (9:47 am)
No, that will tile it to 1 unit.
If you have a 1024 sized terrain/heightmap and you have the squareSize at 4 you have 4096 square units of terrain block. If you wanted you diffuse to no tile, you'd set the texture's size to 4096.
#7
08/02/2011 (8:24 am)
Hiya.

I'll tackle the Detail and Normal textures later...I just want to be able to paint a different texture on my terrain. :)

It was my understanding that the "size" aspect of the Diffuse was basically "how many meters you want the texture to cover for it's size". So, if I had a 512x512 texture and set the size to "10", it would repeat once every 10 meters in-game. If I wanted it with more detail, I may set it to have a size of "5", so it would tile once per 5 meters. But this isn't how it's turning out. :(

Looks like I've got to scour the 'net to find out what's going on...

^_^

Paul L. Ming
#8
08/02/2011 (8:42 am)
Quote:
It was my understanding that ...
Yes. Exactly correct.

Quote:
If I wanted it with more detail ...
No. If you want any detail closeup, use a detail texture.

Diffuse without detail (for terrain) works exactly as the dictionary definition of the word. It gives an overall diffused colour based on the texture - which is designed to be viewed from afar where the distance allows greater density of pixels and thus visual sharpness.

This is all in the docs.
#9
08/02/2011 (8:51 am)
I's the combination of the different terrain material aspects that make a good looking terrain, not one single texture regardless of it's size/scale.
#10
04/23/2012 (3:12 am)
Did you find a solution to this? Even if I make a copy of a texture of something I've already imported under a different name, use the same values this weird blur square keeps happening. It worked fine for a while and then BAM no newly imported textures work.
#11
04/23/2012 (3:17 am)
Did you find a solution to this? Even if I make a copy of a texture of something I've already imported under a different name, use the same values this weird blur square keeps happening. It worked fine for a while and then BAM no newly imported textures work.
#13
04/23/2012 (5:47 pm)
I had this briefly yesterday. With detail map. I'm just wondering if either a) there needs to be a value for parallax in the normal map, or b) the strength value of the detail map should be different?

I'm assuming these values are at their default settings, though.
#14
04/24/2012 (2:28 am)
Yes they are all set to default. It doesn't matter if I give it a detail or normal map, it's always the same result :(
#15
04/24/2012 (12:28 pm)
check your materials.cs file under the terrains folder for some broken script, looks to me like its not saving correctly, and you may have a missing or extra ; in between the entries somewhere
#16
04/25/2012 (4:54 am)
I'll check it out tonight after work. I've checked the materials.cs before, but I'll look again.