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Topic: Higher-res intrface graphics files Read 752 times  

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Non-obj higher-resolution textures aren't naturally supported, but 400 manages to do this. Could however it's doing it through .inc and .mtl files be done for the files in the intrface folder, such as SIM and main?
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voodoo47
Alright. What about disabling filtering in the main menu then?

66472de1a12faZylonBane

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Non-obj higher-resolution textures aren't naturally supported, but 400 manages to do this.
WTF? If increasing the resolution of terrain textures wasn't supported, then 400 wouldn't be able to do it. 400 can do it, therefore it IS supported.
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Learn to read, ZB. Naturally supported. I can replace obj files with higher-resolution ones by just putting a png of a higher size there, it works just fine. But if I do that with, say, fam files they're stretched out like hell.

Edit: No, not stretched out. They're just put there without being downsized to the proper size so it just shows a small portion of the texture. Which still looks like shit.

66472de1a1742ZylonBane

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Learn to read, ZB. Naturally supported.
Learn what words mean. Anything with support built into the engine is "naturally" supported. "Unnatural" support would be something like replacing an engine DLL to provide non-native functionality.

Terrain is fundamentally not textured like objects. Instead of assigning each surface a U/V, each surface is assigned a fixed scale. So no matter what the resolution of the texture is, the rendered texel density will remain the same. If you give it a small texture, the texture will repeat a lot, and if you give it a big texture, it will repeat less. That's why, if you want to change the scale of a terrain texture, you have to explicitly override it by providing a material file. That is the "natural" solution.

As for interface graphics, they are NOT textured polygons. They're just 2D bitmaps.

66472de1a1827voodoo47

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and they cannot be upsized, afaik.

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city squalls not city walls? Wat r squalls ??
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