Author Topic: Still messing with battle backgrounds...  (Read 4318 times)

jeffdamann

  • *
  • Posts: 732
  • The ORIGINAL!
    • View Profile
Still messing with battle backgrounds...
« on: 2010-06-07 00:36:45 »
I have made many background textures that I do not like. The textures look great, and also look great in game. The problem is that when running the game at high resolutions with all the buffering and 16x anisotropy and 32x SS AA I have forced on any 3d program I run,  the points where textures connect are WELL DEFINED.

I dont care how seamlessly the edges fit together, or how tile-able the texture is, because when the game sticks them together, it leaves highly noticeable lines at every point they stick together..Just look at the floor in the bombing mission non opac battle scene(The one that you fight guard scorpion on) Also in scenes that dont operate like that, as in world map battle scenes, you can totally tell that you pictures are stuck together and copied around a 3d hemisphere over the top of the floor texture.

How can I combat this, I need these textures to work seamlessly together, so that you can't obviously see the way the game is putting these textures together. Its really bugging me.

sl1982

  • Administrator
  • *
  • Posts: 3764
  • GUI Master :P
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #1 on: 2010-06-07 01:54:45 »
Perhaps kimera may be able to do this. Basically the floor is just one big flat square poly (or in some cases a different shape)

pyrozen

  • *
  • Posts: 791
  • Team Avalanche Member
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #2 on: 2010-06-07 02:08:50 »
is there any possibility of replacing battle fields with new 3d models? I still haven't gotten a chance to experiment with them at all, but if simply upgrading the textures doesn't do them justice, it would seem better to redesign them altogether.

lee

sl1982

  • Administrator
  • *
  • Posts: 3764
  • GUI Master :P
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #3 on: 2010-06-07 02:13:38 »
is there any possibility of replacing battle fields with new 3d models? I still haven't gotten a chance to experiment with them at all, but if simply upgrading the textures doesn't do them justice, it would seem better to redesign them altogether.

lee

We are already all over that with the bombing mission project

pyrozen

  • *
  • Posts: 791
  • Team Avalanche Member
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #4 on: 2010-06-07 21:55:41 »
sigh.. i get to watch all the cool kids ride their 10-speeds up the hill, while i'm stuck at the bottom on my big-wheel  >:(

care to let me in on how your doing it? At least i can think about the project if i cannot actually contribute :D

BlitzNCS

  • *
  • Posts: 889
  • Master of nothing in particular
    • View Profile
    • My Youtube
Re: Still messing with battle backgrounds...
« Reply #5 on: 2010-06-07 22:06:05 »
I'm not an expert on the subject, but I think you can have any amount of new modelling and texturing in the battle backgrounds (Standard kimera import job, same as custom character models) as long as the original floor mesh is kept intact. A certain number of tris are needed in specific scenes for things like summons to be able to properly manipulate the floor without the game crashing. That's only what I've gathered though.

pyrozen

  • *
  • Posts: 791
  • Team Avalanche Member
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #6 on: 2010-06-07 22:15:47 »
well, hopefully i can get in on some of this soon. I've got 3d modeling chops, and textures are a piece of cake. This is one area i was really interested in working on, so i hope i dont totally miss the boat. Let me know if you need any textures :D

sl1982

  • Administrator
  • *
  • Posts: 3764
  • GUI Master :P
    • View Profile
Re: Still messing with battle backgrounds...
« Reply #7 on: 2010-06-07 22:20:08 »
Talk to timu about the battle background remodeling. Also maybe you should start a new thread in avalanche for this.