Higher Quality Textures?

DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
I have wally and have created textures with it, but i want higher quality images that don't have to be HUGE in order to show any detail. the ones that NS use seem to be decently detailed compared to most other mods. is there a specific way i can make my textures higher quality?

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-DarkSeraph+Jun 10 2004, 03:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkSeraph @ Jun 10 2004, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have wally and have created textures with it, but i want higher quality images that don't have to be HUGE in order to show any detail. the ones that NS use seem to be decently detailed compared to most other mods. is there a specific way i can make my textures higher quality? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Always work in powers of 2, 64x64, 128x128, 256x256 etc., because the Half-Life engine resamples and resizes irregular textures making them appear blurry and sub-par.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Yuppers, though the textures don't have to be square. 128 x 256 is fine, for example, since both dimensions are powers of 2.

    I once made a map with lots of 224 x 224 textures and the whole thing was supremely blurry in-game, since the engine resampled them down to 128 x 128 and blew them back up again. Ugh.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Yamazaki+Jun 10 2004, 10:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Jun 10 2004, 10:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yuppers, though the textures don't have to be square. 128 x 256 is fine, for example, since both dimensions are powers of 2.

    I once made a map with lots of 224 x 224 textures and the whole thing was supremely blurry in-game, since the engine resampled them down to 128 x 128 and blew them back up again. Ugh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I did the same thing... *shakes head* it stinks when you gotta redo all your textures. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    ~ DarkATi
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    are textures that are 32 too small and will end up blurry? e.g. 64x32
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-DarkSeraph+Jun 11 2004, 09:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkSeraph @ Jun 11 2004, 09:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> are textures that are 32 too small and will end up blurry? e.g. 64x32 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, all numbers that are not evenly dividable by 16 will end up blurry (for example, 128 will look fine, but 190 will look blurry).
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