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3 Dimensional Chat / Blender pixel texture?

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CocaCola
14
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 4th Feb 2011 01:51
Hello I tried to texture my cube, using a pixely texture (18x18, on purpose) and you can't see any of the pixels, it like mixes it all together. How can I make it so it looks how its supposed to(18x18 pixels)?



Always program as if the person maintaining your program is a psychopath that knows where you live
Duke E
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Posted: 4th Feb 2011 09:35
In blender you have two places this has to be adressed, either disabling mipmapping in the editor interface or while rendering. For the editor it is in the "Options" menu "System/OpenGL" rendering, disable mipmaps.
For rendering it is the OSA button on the rendering panel.

This wont work if you are to export that model to DBPro though, as i doubt the .x file format retains the disabling of mipmapping.

If you want to export that model to DBP as a .x file i suspect you have to texture it manually by "LOAD IMAGE Filename, Image Number, Texture Flag" where texture flag should be "1" to disable mipmapping. Then apply the texture to the model with subsequent commands.

Regards
Duke
Link102
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Location: On your head, weeeeee!
Posted: 4th Feb 2011 13:31
if all else fails you can scale the texture up.

CocaCola
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 4th Feb 2011 23:43 Edited at: 5th Feb 2011 00:25
Scaling up doesnt work with some textures because it just repeats the texture. And How do I chose what face i want to texture in DBPro then? I don't wanna make a box out of 6 planes..
I found the mipmapping disable thing though, thanks. I'll try exporting & loading into DBPro.

EDIT: After trying that, it loads without a texture. I went back and undid everything, exported and still no texture. No texture even in the DirectX viewer.

if you think it may be a problem with DBPro, which i doubt, heres my code


Always program as if the person maintaining your program is a psychopath that knows where you live
PrimalBeans
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Location: The sewer.... hunting alligatiors.
Posted: 5th Feb 2011 00:19 Edited at: 5th Feb 2011 00:22
CocaCola
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 5th Feb 2011 00:46 Edited at: 5th Feb 2011 00:53
Alright UV mapped it. Now, it doesn't render the mipmapping in blender (nor in DBPro), how do I make it do that?

Always program as if the person maintaining your program is a psychopath that knows where you live
CocaCola
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Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 5th Feb 2011 02:58
Got it to render properly but still not loading in DBPro properly..

Always program as if the person maintaining your program is a psychopath that knows where you live
Kira Vakaan
15
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Joined: 1st Dec 2008
Location: MI, United States
Posted: 7th Feb 2011 10:59
Duke is correct. The .X format doesn't contain any mipmapping information, and since there is seemingly no way to texture individual parts of the same limb separately, I think your only option might be to use six planes and to use the load image command the way Duke described.

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