Different texture sizes - why? :( [Solved]
#35
This thing has been brought up several times through the years. I'm afraid most of the threads are gone with the old forums. "Well known" therefore refers to people who were around and aware at that time. Unfortunately, it seems like there aren't much left of those.

However, the "problem" is the model's UV-map in combination with different texture sizes. UV-coordinates are always relative and therefore the absolute size of the used texture does change the scaling accordingly. Nothing unusual.

Like Cleaner did, you would have to layout the UV-map according to the texture-size. The "shine-bridge" actually was such a UV-fix already. Btw, I wonder if anyone ever realized those seams on the ac_keller bridge. ;)

In the end we would need bridge-alternatives which allow textures from 32x32 to lets say 256x256 px size. According to the slim-download-approach of AC, this appears to be not worth the benefit. On a sidenote, that's the same reason why it wouldn't make much sense using model-plains in order to circumvent the engine's limitations...

Another arguement was, that you're not supposed to (ab)use the bridge model for second floors anyways, which used to be the main purpose of "re-skinning" the bridge.

I personally don't see the big deal, to be honest. There are plenty textures which come with the fitting size and are quite suitable for floors at the same time. A completely tiled bridge like I can see on your screenshots doesn't make much sense anyways, in my opinion.

If we really wanted to use such models as world-geometry-replacements, we first would need another texture-scale parameter for model entities.

I hope this was helpful. :)
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Messages In This Thread
RE: Different texture sizes - why? :( [Solved] - by Mr.Floppy - 09 Sep 11, 09:40AM