| We hope you enjoy your visit. You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you are already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| Texture splatting on models | |
|---|---|
| Tweet Topic Started: May 5 2009, 03:18 PM (973 Views) | |
| Gandalf20000 | May 6 2009, 09:38 PM Post #16 |
![]()
Geek
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Well, it's not that it wouldn't be more efficient, it just that my graphics card physically will not render textures larger than 4096x4096. |
![]() |
|
| saijee | May 6 2009, 11:17 PM Post #17 |
|
Elite Member
![]() ![]() ![]() ![]() ![]() ![]()
|
Do it like Shiggy would: http://www.tdubel.com/artikkelit/kuvat/emulxbox/pelit/n64/mario64_3.jpgLook at where the dirt connects to the grass, you can only really tell if your trying to look for it, Nintendo Games have done this for years, and people don't complain. If all your doing is just a road like this, you can do it as simple as this, but if your doing something like a ledge or cliff, you can do it a bit differeant, in where a nice transformation would have 3 textures: texture A, Texture B, and the mean of texture A and B So the ledge example could be: A=grassy top B=rocky edge Mean=rocky edge with grassy frills near the top of the texture. |
![]() |
|
| Reikyrr | May 6 2009, 11:48 PM Post #18 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
same, just uwv map it correctly. @saijee, thats what I suggested. Edited by Reikyrr, May 6 2009, 11:49 PM.
|
|
~Inspirational quote~ | |
![]() |
|
| Despellanion | May 6 2009, 11:52 PM Post #19 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
That's a bummer. What kind of card to you have? I can render that scene in U3D at full fps without any drops. |
![]() |
|
| skarik | May 7 2009, 03:24 AM Post #20 |
|
kitten eating scum
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I just remembered. If you play Zelda : OoT on an emulator, you get zbuffer issues sometimes, and you can see how they did texture transitions. If you turn a certain option off in Half Life 2, you can see that they used the exact same technique for blending textures (besides the splatting) when textures don't match up. The answer : OVERLAYS. If you've got Hammer 4 installed (the Source version), check out the overlay entity. If you don't, head down to the Valve Developer Community and look them up. In fact, I feel so nice, I'll look them up for you. Overlay Topic Image to demostrate them Plus, you can keep your minuscule textures. Nifty, right? Now, why the hell didn't anybody else come up with this? |
| Blog|EHS | |
![]() |
|
| Dr. Best | May 7 2009, 11:55 AM Post #21 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
That is what Ultimate 3D 2.1 does for the terrain, if pixel shader support is not available .
|
![]() |
|
| Reikyrr | May 7 2009, 12:14 PM Post #22 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
isnt this: "make fading texture to cover up," the same as an overlay, since it "covers up" (offcourse you need a mesh to follow the surface)?
Edited by Reikyrr, May 7 2009, 12:15 PM.
|
|
~Inspirational quote~ | |
![]() |
|
| Gandalf20000 | May 7 2009, 05:45 PM Post #23 |
![]()
Geek
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
The card is a nVidia GeForce Go 6400. 256 MB video RAM, and I think (I could be entirely wrong, though) the card is clocked at like 400 or 500 Mhz. I'm on a separate computer right now, though, so I can't check. It supports Shader Model 3, but that's about where the good stuff ends. It doesn't properly render the cloud shader from the Tech Demo, it doesn't support hardware accelerated vertex tweening (so because of Dr. Best's failsafe in the event that this doesn't happen, it uses software vertex tweening and software vertex processing), so it actually slows my stuff down, and as we already know, it has a texture size limit of 4096x4096. It's a real pain in the butt. The laptop itself is a Sony Vaio VGN-S660, so it's almost 3 years old. |
![]() |
|
| hepolite | May 8 2009, 06:22 PM Post #24 |
|
Advanced Member
![]() ![]() ![]() ![]() ![]()
|
I think I'll go for the method with two textures merged to one. Thanks for your suggestions and help. |
![]() |
|
| « Previous Topic · Questions about Ultimate 3D · Next Topic » |
- Pages:
- 1
- 2






![]](http://z1.ifrm.com/static/1/pip_r.png)




.
10:20 AM Jul 11