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Texturing a model with .png files! Empty Texturing a model with .png files!

Mensaje por davo Vie 23 Mayo 2014, 17:36

not sure if anyone else noticed this...


key name="skinpaintDiffuseTexture" groupid="part_skin_textures~" instanceid="1heart" typeid="png"


just sticking a .png file in the correct folder also textures the part without the use of .dds files, however, they look just as awful as they did before... and before you get any ideas, .gif does not work...


also, does anyone else have texturing issues when the spine length is increased? like my custom model looks great when there are only 2 spine bones on but once i add more the texture is choppy and blurry...

any ideas?

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Mensaje por Emd4600 [ASR] Vie 23 Mayo 2014, 17:48

I think they use .dds because of its compression and the mip maps (but no idea on how this affect to Spore, but well)
The blurry thing it's normal, Spore has a limited size to all the creature texture, so when it exceed its limits it starts to resize the textures.

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Mensaje por davo Vie 23 Mayo 2014, 23:11

but should it be so blurry that i can see the uv mapping or more of a grid like pattern???



this pic is with the minimal of 2 spine links...
http://speedcap.net/sharing/screen.php?id=files/17/51/175180e26e2fe904e1273479d4c1ece1.png


this is with a full spine... the part was not edited...
http://speedcap.net/sharing/screen.php?id=files/cc/4b/cc4bedc10625c6b5eb99a83516426007.png

usually i have the page convert the site to english, so if it does what mine does, i just want to be clear there are 2 links of the pictures...

page translations usually remove the links for me Sad

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Mensaje por Emd4600 [ASR] Sáb 24 Mayo 2014, 07:03

You can avoid this making the creature texture limits bigger. But bigger textures will mean less rendiment.
Spore applies an Anisotropic filter so the textures don't see pixelated when reduced.

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Mensaje por davo Sáb 24 Mayo 2014, 16:25

yes bigger textures seem to work best, thanks...

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Mensaje por Emd4600 [ASR] Dom 25 Mayo 2014, 07:07

Also, there is a property (I don't remember its name, but it's near the skinpaint properties) that can avoid this a bit more. Put it to 0.

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