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FPSC Classic Models and Media / textures washed out in fpsc, why?

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SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 16th Sep 2007 21:39
Textures seem to lose depth in fpsc is there a way to fix this?
thanks
phil17
18
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Posted: 16th Sep 2007 21:42
Make sure you have textures on high. In build game and in preferences

SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 16th Sep 2007 21:44
i do.
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 16th Sep 2007 22:22
Then make sure its the right size.

so like:

516x516,
1024x1024,
2048x2048.

Cheers,
Cheese Cake.


Raven
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Location: Hertfordshire, England
Posted: 16th Sep 2007 22:28
for some reason FPSCreator only support 512x512
Low = 128x128
Med = 256x256
High = 512x512

if colours are being washed out then, my guess is either they're being converted to DXT1/3 (although I doubt it) the more likely culprit is they're converted to 15-bit Colour + 1-bit Alpha, or 16-bit Colour + 8-bit Alpha.

Can you show an example of what you mean though?

Avid
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Posted: 16th Sep 2007 23:35
I suggest you always use DXT 1 for your textures unless they have alpha (no RGB quality difference, so smaller files). Use DXT5 for alphas unless it's a simple alpha (uniform transparency, with a few shades), in which case use DXT3.
Cheese Cake
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Posted: 16th Sep 2007 23:54
Raven.
It supports 1024x1024,
Someone tested this before, and said it worked.
So i also tested it...and it works fine.
It even supports 2048x2048...beyond that i dont know...never tested it.

Cheers,
Cheese Cake.


Ezykeyal
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Joined: 13th May 2007
Location: Primordium
Posted: 17th Sep 2007 00:11
Yea I think you have to add the line reducetexture = -1 in the fpe file to be able to go above 512x512.
Raven
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Location: Hertfordshire, England
Posted: 17th Sep 2007 00:32
perhaps, but those are the default settings.
which to me has always seemed retarded as I've not had to make 128x128 texture media... EVER, the lowest that I have created for work purposes have been 256x256 and that was a decade ago!

textures now should always be, 512x512 to 2048x2048
saved in DDS, DXT1-5 recommend DXT3 for no alpha, DXT5 with alpha using floating point NOT integer colours (this is so shaders can work better, especially HDR which really requires light-indexing and saves per-shader conversion) as these sit smaller in memory than ARGB/XRGB 32bit in memory

also highly recommend DDS with 3-6 MipMap Levels (depending on original size) and also use a Triangle Filtering for compression, as it comes out better quality and also produces higher quality with Bilinear or Trilinear Filtering. Aniostropic will ignore it, but then DBP doesn't support that so doesn't matter. In-fact I'm fairly sure it still only uses Bilinear.

You don't want the DBP Engine to take over MipMapping, EVER. It takes up far more space than it needs to; defeating the point. Not to mention their mipmap engine is truely crap quality.. it's right up there with Ogre3D which flips quite abruptly and becomes quite reminiscent of late 90s games when this technology was "new"

FredP
Retired Moderator
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Location: Indiana
Posted: 17th Sep 2007 04:38
As far as I know FPSC will support any texture size as long as it's divisible by 2 (in effect not an odd number).
Also of note is that FPSC automatically converts the textures to .dds format.
Another thing to check is the texture map.If you aren't mapping your model's textures can come out freaky in FPSC.

Please have mercy and use the search function.
Raven
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 17th Sep 2007 05:48
Quote: "As far as I know FPSC will support any texture size as long as it's divisible by 2 (in effect not an odd number)."


As input, however the output options in the app itself are as I said above. So unless you edit the settings to allow higher resolutions (which not sure how many will), those are the options you're stuck with.

Quote: "Also of note is that FPSC automatically converts the textures to .dds format."


DDS itself, supports a buttload of formats.
It defaults to ARGB 32-bit (A8R8B8G8), and I'd be surprised if anyone at TGC had the common sense to change this default behaviour.. or feel it was worth their time using D3DX to convert them to DXT1-5 formats instead, that load quicker, run leaner and just do a better damn job than most engines texture systems for the advanced features as they're directly being done via the graphics card and api.

if FPSC detects a DDS is already in use it just copies it, so believe me creating them in that format to start with using the nvidia dds tools is just freaking invalueable.

especially when you consider:
an A8R8G8B8 512x512 DDS will take roughly 3s to load/commit
the same texture with pre-set mipmaps, filtering in DXT5 format will take <1s to load.

When we're talking the amount of media that FPSC loads on even a simple couple of room games we're looking at dropping loading time doing it with pre-set DDS over DBP DDS of almost 1/4 of the time, if not more.

This can mean the difference between a game loading in 10minutes and in 2.5minutes!

Errant AI
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Posted: 17th Sep 2007 06:07 Edited at: 17th Sep 2007 06:08
Quote: "As input, however the output options in the app itself are as I said above. So unless you edit the settings to allow higher resolutions (which not sure how many will), those are the options you're stuck with."


There is also a work-around by manually swapping the textures that the build process outputs.

i want to game , IMO, your best bets are adding the reducetexture = -1 line in an object's .FPE as pointed out by Ezykeyal or manually enabling anisotropic filtering through display options. Those two things will take care of most unexplained blurriness in FPSC.
rayce3393
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Posted: 20th Sep 2007 02:10
did anyone stop and check the ambient light value? It could affect the brightness and the contrast of the textures. ?

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