Cardia on 8/1/2014 at 00:59
i´m using a new texture for a manhole, and i want it to blend it with a wall to pass somehow unoticed, but ist texture size is so small that its presence become obvious. Any idea?
darthsLair on 8/1/2014 at 04:32
Quote Posted by cardia1
i´m using a new texture for a manhole, and i want it to blend it with a wall to pass somehow unoticed, but ist texture size is so small that its presence become obvious. Any idea?
Hi Pedro, just for an experiment if you have some Hi Res textures, 512x512, try using that and see if the texture still shrinks. I don't know what manhole cover you are using, but if it doesn't use Texture Replace, then open up the .bin using notepad + , and name your Hi Res Texture to the name that appears at the top: abcdef.gif.
In NewDark, textures for objects can go much higher. If your Hi Res texture is .png, your object will still use it, as it is a priority format. If your texture still shrinks to your disliking, find a 1024x1024 Hi Res texture and try that to see if it will match the scale of your wall. You may have to adjust the lighting near the manhole cover also, so it is not so noticeable.
Other than that, I am not an object modler, so someone with experience may have to assist you.
Daraan on 8/1/2014 at 12:15
You can increase it (for objects) by using tile_factor 2 in a .mtl file. Try it but I fear it might still be wrong.
How to do that:
Lets say your texture is fam\core_1\blubrick.
If you're using ep there should be already a .mtl file in the .crf copy it out with the same path into your root folder.
In all cases if it's in a crf for example if it's RES\fam.crf\core_1\blubrick or (MODS)\ep2.crf\core_1\blubrick you need a YourRoot\fam\core_1 folder if your using ep there should be a .mtl file included extract it to that YourRoot\fam\core_1 folder if not you have to create there a text file open it and write tile_factor 2 into it or else just add that line rename and rename it to it to blubrick.mtl.
With a line terrain_scale you can scale down the world textures e.g. terrain_scale 128
If it's still not working you could try tile_factor 4 or you need a new manhole...
Cardia on 8/1/2014 at 12:15
Quote Posted by darthsLair
Hi Pedro, just for an experiment if you have some Hi Res textures, 512x512, try using that and see if the texture still shrinks. I don't know what manhole cover you are using, but if it doesn't use Texture Replace, then open up the .bin using notepad + , and name your Hi Res Texture to the name that appears at the top: abcdef.gif.
In NewDark, textures for objects can go much higher. If your Hi Res texture is .png, your object will still use it, as it is a priority format. If your texture still shrinks to your disliking, find a 1024x1024 Hi Res texture and try that to see if it will match the scale of your wall. You may have to adjust the lighting near the manhole cover also, so it is not so noticeable.
Other than that, I am not an object modler, so someone with experience may have to assist you.
Wow, with New dark can we use textures up to 1024x1024 size?
Daraan on 8/1/2014 at 12:17
Quote Posted by cardia1
Wow, with New dark can we use textures up to 1024x1024 size?
Pff 1024:
Max texture resolution is 4096 x 4096 and fibo is right.
Be sure to read my post. Higher Res = more memory
fibanocci on 8/1/2014 at 13:36
No, max resolution is 4096x4096.
But this just an overkill.
Soul Tear on 8/1/2014 at 16:21
Wow :o I didn't know about mtl for objects too. Very useful, thanks.
Cardia on 8/1/2014 at 17:02
i´m using this manhole as a door (locked), and its disguised as grass, how can i remove the door click when player frobs it?
Daraan on 8/1/2014 at 17:52
Give it the property S->Scripts: Delete LockSounds + Don't Inherit: TRUE