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davidt
23
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Joined: 29th Apr 2003
Location: United Kingdom
Posted: 11th May 2003 18:38
This may have been asked before, but I will ask it anyway, as I have not seen it yet...

When I tile a matrix with a texture from a larger image, using the prepare matrix texture command, each tile has a very thin border around it showing the colours of the textures adjacent to the one I am using from the image (confusing!). Has anyone else come across this problem?

If I just have a single texture in an image, and use a command like prepare matrix texture 1,1,1,1 then it is fine, and no borders show up. Does anybody have an idea about what is going on?

Here's an example image (I hope it shows up):
Spec - Abit NF7-S nForce 2, AMD Athlon 2100+, 256Mb PC2700, ATI Radeon 9000Pro, 20Gb Seagate U6, DVD-ROM, Zip 100, 15" TFT monitor
Andy Igoe
23
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Location: United Kingdom
Posted: 11th May 2003 20:44
The same happens to me. Using GeForce 2 MX.

Pneumatic Dryll
OneTouch
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Posted: 11th May 2003 20:58
Are the textures tileable?

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the_winch
23
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Location: Oxford, UK
Posted: 11th May 2003 22:19
Happens to me as well.

Pehaps db is stretching or shrinking the image before spliting the texture up, this could lead to adjacent tiles bleeding into each other or it could be doing some sort of filtering on the whole image before it breaks it up.
davidt
23
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Location: United Kingdom
Posted: 14th May 2003 00:12
What do you mean by tileable?

So no-one knows what to do? What I am supposed to do to prevent this happening, and does anyone know if this will be fixed in a patch soon?

Spec - Abit NF7-S nForce 2, AMD Athlon 2100+, 256Mb PC2700, ATI Radeon 9000Pro, 20Gb Seagate U6, DVD-ROM, Zip 100, 15" TFT monitor
spooky
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Location: United Kingdom
Posted: 14th May 2003 01:31
Is the code small?

How about posting the code and original textures.

Or are there trade secrets you would rather not show.

I like messing about with matrices.

Gronda, Gronda
kevil
23
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Joined: 24th Nov 2002
Location: Netherlands
Posted: 14th May 2003 01:33
This has to do with mipmapping and filtering I think. It can be very annoying. I have not found a solution for this. The only thing you can do, is to make your texture so that it has no seams itself, but since this is a lot of work and needs a lot bigger texture, this is not a very good way. I just hope they'll fix it in some new patch.

Kevil

Andy Igoe
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Posted: 14th May 2003 17:47
Nope, I have seemless tiles and it still happens to me.

I did try turning the filtering off but I can't remember if that worked - it looked so bad like that I didn't want to persevere.

Pneumatic Dryll
kevil
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Location: Netherlands
Posted: 14th May 2003 20:59
Well, I don't mean seamless tiles. I mean they should be seamless in the texture itself. That's what I did once. It worked, but was really annoying.

Kevil

Andy Igoe
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Posted: 14th May 2003 21:42
Quote: "I don't mean seamless tiles. I mean they should be seamless in the texture itself"


I'm sorry I don't understand your proposed solution, could you explain in a little more detail for me please.

Pneumatic Dryll
Andy Igoe
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Posted: 14th May 2003 21:43
wait wait I think I get it, you meen when you place all your different tiles down onto your tile grid they should all blend together on that grid.

Ouch, that's gonna take some planning to fit everything in now :/

Pneumatic Dryll
kevil
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Location: Netherlands
Posted: 15th May 2003 00:29
Yep, that's the problem exactly. That's why I don't want to use it. I have done it once and I don't want to do it again!

Kevil

Andy Igoe
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Location: United Kingdom
Posted: 15th May 2003 21:41
It's sad really but the Terrain commands are frankly rubbish, the BSP system sucks, and the Matrix system is sub-par compared to DB Classic.

I'd have hoped after all this time DB would have delivered to us at least one of their three way to create a game world that isn't fundamentally flawed.

Unless we all get dirty with memblocks or write our own .x object poly collision - just how are we meant to make a finished game of reasonable quality in DBPro at the moment.

Simple retro games are one thing, space ship games are ok - but i'd like to create something that is at least a 'replica' of commercial games that you can get in the shops.

I sincerely hope DBS start focusing on the short-commings of their world system commands with the highest of priorities.

Pneumatic Dryll

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