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TGE has Rainbow color overlay on terrain textures?

by xGamer · in Torque Game Engine · 05/06/2008 (9:10 am) · 9 replies

Hello,

I've been comparing both TGE and TGEA. I was working on a small beach scene simular to the original start of the FarCry game. However, I noticed on the sandy colored texture that there appeared to be a rainbow colored overlay on the terrain. So I looked back though the TGE feature demo and at the end, during the outdoor scene rendering, I noticed that the same rainbow overlay is there. It looks like a red, blue, greenish color covering the entire terrain. This only happens in TGE and not TGEA. So is the rainbow effect because of OpenGL?

Just wondering,
Chris

About the author

I joined GG before I knew anything.. Then I went on to become a Web Site Developer, a Programmer and now a hobbyist of different things online.


#1
05/06/2008 (9:28 am)
I read something here.

It says something about the texture sizes being 256. I don't know if this is what you seeing. I've never seen this effect before.
#2
05/06/2008 (11:11 am)
Is it like this?
#3
05/06/2008 (6:27 pm)
I had a similar problem a few years ago I never resolved. It was under low sunlight I got streaks across my terrain.

Streaks Example 1
Streaks Example 2
Without Streaks

Is that what you are experiencing?

Edit: I should highlight the fact that my issue was several years ago, so with a quite old build of TGE.
#4
05/06/2008 (6:49 pm)
Do you have it set to 32 or 16 bit color?
#5
05/07/2008 (12:32 am)
I can't speak for the OP, but in my screenshots it is set to 32 bit in the options. Ambient sun value 0.2 0.3 0.4 for the streaky ones 0.8 across the board for the ok one.
#6
05/07/2008 (8:49 am)
Hello All,

Thanks for the replies.. Have been getting Service Unavailable since the first reply yesterday so I haven't been able to get to the forums until just now.

What I was seeing isn't anything that you have posted in the screenshots. Not a streak actually. It was more of a blotching type of look. I would have uploaded some screenshots but I deleted everything to start over.

The rainbow spots were more obvious on the snowy textures. Not streaks but more like a series of ovals with each oval having a different tint to one. Greanish, redish and blueish. It was almost as if there was some sort of overlay or a thin layer of a different color but nothing else had been choosen since the mission was started from scratch.

Let me grabs some screens as trying to explain it isn't working to well.

Chris
#7
05/07/2008 (10:16 am)
Hello,

Here are some shots that show what I meant. If you pay close attention to the ground, you can see what I mean. I tried some high quality 512x512 textures but I see that TGE doesn't seem to support anything other than 256x256.

i32.tinypic.com/28hoosk.png
i25.tinypic.com/2h37in9.png
i25.tinypic.com/11sied0.png

Hopefully you can see what I mean by those. These are the original textures as these are shots from the demo. Every texture I have used seems to do the same thing.

Chris
#8
05/07/2008 (10:39 am)
Looks to me like what you are seeing is simply the alpha blending of different texture layers, have you tried selecting one texture and painting over the "rainbowed" areas? A "New Mission" in TGE by default has 3 texture layers already assigned and blended on the terrain. If you want an area to only be one solid texture pattern with no blending from other layers just select that texture and paint a good solid coat over the area.

Hopefully this helps, I am only going off of the screenshots you provided but nothing looks out of place imo as the default terrain already has 3 texture layers blended together. Which also explains why every texture you use does it.
#9
05/07/2008 (2:35 pm)
Hello,

I have tried painting over them and everything else. I loaded this exact same mission with the same textures into the forge demo and it didn't have the rainbow color. TGEA 1.7 seems to render them exactly the way I would have thought. Which is why I think it has something to do with TGE. Or maybe it has something to do with the way my vid card renders it. DirectX just seems to look a lot better.

Thanks for the help everyone.

Chris