I'm just having a few problems and thought there maybe somebody still around with good knowledge of this... Where to begin..
Ok so here is my first problem. The fence draws lines at the end of the texture when you are far away from it. when your close to it, its fine. its on a face brush but it will also do it on a square brush. The Texture is 256x256, 24 colordepth and uncompressed TGA. The alpha channel is fine, its not that. Apparently Descent Manager says its supported, there is no error.
[Look at the wooden fence in the distance.]
After that I changed the Colordepth to 16 and it fixed the lines until I moved further back and well.. the problem in the picture below appeard. Descent Manager now says error unsupported.
[Now Fades to invisible at distance.]
I'm using paint-shop pro 7. Really appreciate any help with this.
Edit: OK so I made the fence 512x512 and 32 colordepth uncompressed and that seemed to fix it. descent manager says it supports it as-well. But some people say that 512 doesn't display correctly in RF.. it seems fine for me. Anybody have any possible idea how I can still fix this problem and use textures below 512x512 resolution?
tried deleting the alpha channel and redone it but that didn't help.
READ FOCTION!!!
goober
Posted 21st Mar 2011 1:39am
L4Y Member Post 113 / 265
This is an issue to do with the mipmapping the game automatically does on the textures (which is a VERY good thing let me tell you), the reason it looks fine with 512 textures is because the game always shows the top mip level for textures with either dimension above 256 pixels (this is a very BAD thing) - that is why if you use say 512x512 textures for a wall or floor, it appears to "vibrate" or "flicker" if you look at it from a far distance, which is quite ugly. Was working with TrotSkie at one point to fix the mipmapping to effect all textures (I was working on a HD texture pack at some point, I remade about half of the game's textures in double or quadruple the original resolution but we never got mipmapping working so I gave up. The textures are nice though and I've used them in other places.)
What I'd recommend is adding a bit of blank space at the top of your texture and making it transparent - that way you can UVW unwrap down far enough so you can't see it.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
Also, you seem to post here a lot... with L4Y shutting down might I invite you to sign up at FactionFiles for future questions and such? And/or add me on MSN
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord