Textures, WorldCraft and Torque
by Jorge Luis Gandulfo · in Torque Game Engine · 04/18/2004 (9:34 pm) · 7 replies
I readed the worldcraft tutorial a min ago, i saw there is a limit in the BuildWad where the IMG have to be a power of 2, and only png.
My main question is, Torque only support the same kind of texture sizes? or i can use a 512x412 for example?
If torque is able to use that texture how can i work in Worldcraft with that texture?
Thanks
My main question is, Torque only support the same kind of texture sizes? or i can use a 512x412 for example?
If torque is able to use that texture how can i work in Worldcraft with that texture?
Thanks
#2
04/18/2004 (10:03 pm)
-edit double post
#3
i have lOTS of diff sizes
But i guess i can only use this sizes 2 - 4 - 8 - 16 - 32 - 64 - 128 - 256 - 512, thats for Buildwad, but torque also have the same restrictions?
04/18/2004 (11:44 pm)
I have some photographic textures, Some are 512x416 or something near that.i have lOTS of diff sizes
But i guess i can only use this sizes 2 - 4 - 8 - 16 - 32 - 64 - 128 - 256 - 512, thats for Buildwad, but torque also have the same restrictions?
#4
04/19/2004 (12:37 am)
Yes Jorge, it's the same in Torque.
#5
04/20/2004 (6:51 am)
Just use a paint program like photoshop to cut you pictures down to size.
#6
04/20/2004 (7:56 am)
Yes i did it, but its a bit crappy to do that, some textures look so great in their original size
#7
04/20/2004 (8:03 am)
Then find out the "walls" or whatever you need to put the textures on and include the wall textures to even out the texture size. Or add in multipass texturing and leave an alpha layer in the size adjustment part of the image. Then render the wall texture first and then the poster (or whatever) texture over it.
Torque Owner Chris