Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / newb question about model and texture resolution

Author
Message
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 1st May 2012 16:22
Running the tutorial examples I see that the texture resolution is really low. Extremely pixelated. What is the setting I need to change, or is this merely the textures themselves??

I used a .3DS model which had a bitmap rendered for its texture. Opening this model in DBP does not show the texture as it appears in a 3D program like Vue nor Lightwave. In DBP, the texture looks like crap, all stretched out and distorted.

Now, if I used AC3D to export the .3DS file, would I still see the same anomaly??

Basically, I am trying to find out how to get hi-res textures in my games.

www.mindsclay.com
lucymagus.mindsclay.com
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 1st May 2012 18:12
What screen resolution are you using?
Mage
Valued Member
19
Years of Service
User Offline
Joined: 3rd Feb 2007
Location:
Posted: 1st May 2012 19:10
You haven't completely identified your problem.

1. This could be screen resolution if you are having the issue across the entire screen.

2. This could be texture resolution if the problem is only on the surface of the model itself.

mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 1st May 2012 20:43
It must be a default resolution because I don't see it being set.

I will try setting the screen resolution...

www.mindsclay.com
lucymagus.mindsclay.com
mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 1st May 2012 20:47
maximum texture resolution (for directx 9) is 4096x4096 plus IF your GFX card supports it OR card's driver settings allow it.

«It's the Shader, shader me this, shader me that»
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 1st May 2012 20:49
I set the res to 1280x720x32, same results

www.mindsclay.com
lucymagus.mindsclay.com
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 1st May 2012 20:52
Mr. Handy,
Is that the .bmp resolution or is there a texture setting?

I just want to make sure because exporting the .3DS from Vue takes exponentially longer as the resolution increases.

www.mindsclay.com
lucymagus.mindsclay.com
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 1st May 2012 21:29
increasing texture resolution made no difference

www.mindsclay.com
lucymagus.mindsclay.com
mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 1st May 2012 23:57 Edited at: 2nd May 2012 09:37
Umm... I found a REALLY big and detailed texture for ya. Here, you could use it for test purposes.

«It's the Shader, shader me this, shader me that»
mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 2nd May 2012 00:28 Edited at: 2nd May 2012 00:42
And I make a room that looks like on your screenie, also for testing.

use this code to test room and texture:


«It's the Shader, shader me this, shader me that»
Andrew_Neale
16
Years of Service
User Offline
Joined: 3rd Nov 2009
Location: The Normandy SR-2
Posted: 2nd May 2012 00:48
Its hard to be certain without having the mesh you're using but it looks like the problem is to do with the UV data on the imported object. It could possible be helped by using .x format rather than .3ds format if you can. Whilst DarkBASIC handles .3ds files it doesn't seem to be generally happy about them.


Previously TEH_CODERER.
Mage
Valued Member
19
Years of Service
User Offline
Joined: 3rd Feb 2007
Location:
Posted: 2nd May 2012 07:17
Quote: "it looks like the problem is to do with the UV data on the imported object."


Yeah he needs to remap the textures better.

mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 2nd May 2012 09:30
Anybody knows any beginner tutorials with topics like a "what is texture resolution?", mindsclay seems to be confused with a basic things.

«It's the Shader, shader me this, shader me that»
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 2nd May 2012 18:29
I asked earlier if using AC3D (from The Game Creators)would help, but no reply. I was asking that because the two 3D software I use can swap objects back and forth to each other without doing ANY re-mapping of the UV at all.

When I say "newb", I am not new to 3D graphics, only new to Dark Basic Pro. In other words, this is the first time I have seen an issue like this and it is happening only with Dark Basic.

Any UV mapping I have done in the past has been in the software that will actually perform the rendering (Maya, Lightwave, Vue, etc.)I even have had excellent results using Moray and POVray. Since Dark Basic is the render engine I would expect UV mapping to occur in Dark Basic. Does Dark Basic have a tool for this? Obviously, having the UV mapping correct in the modeler does not translate to the model when Dark Basic uses that model.

I bought the manuals for DB and have yet to read them cover to cover. Perhaps the answers are in there. I was merely trying to create a really simple demo to show clients how they could add games to their transmedia efforts. But the resolution/UV mapping is thwarting that simplicity.

I will try .x when I acquire a converter. But then, that could open up another can of worms.

www.mindsclay.com
lucymagus.mindsclay.com
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 2nd May 2012 18:30
(By the way, my model isn't the only low res object (texture wise). The rest of the scene in the tutorial looks low res, but not distorted.)

Thanks for the replies.

www.mindsclay.com
lucymagus.mindsclay.com
mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 2nd May 2012 20:23 Edited at: 2nd May 2012 20:26
3ds is retarded format, but I've never had problems with UV coords using 3ds max. Not sure about other mysterious editors, but heard about blender problems with exporting. Looking to your screenshot and your last posts - your 3d editor sux.

«It's the Shader, shader me this, shader me that»
Pincho Paxton
23
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 2nd May 2012 20:43
Well the textures are all at the wrong angle. So my guess is that you forgot to save the UV mapped model, and accidentally applied a texture to a none UV Mapped model.

Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 2nd May 2012 20:53
Quote: "increasing texture resolution made no difference"


I agree with Andrew_Neale. That problem is almost certainly to do with the UV coordinates.

One simple possibility is that the texture mode is using "clamping" which means that any UV coordinates outside the range 0 to 1 will be clamped to 0 or 1 as appropriate. That would explain the streaks. In such a situation you probably need the default "wrap" mode. Without seeing your object or code it's hard to know how clamping might have occurred. Are you using a shader?

Try using the following command on your objects (with sensible values for objID of course ):



You might need to experiment with values other than 0 (the DBPro help file for that command has mistakes in it ) but that would be the first thing to try.
mr Handy
18
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 2nd May 2012 20:54 Edited at: 2nd May 2012 21:03
@Pincho Paxton

I disagree. Guess which one with same effect has no UV data in it's file:


«It's the Shader, shader me this, shader me that»
zeroSlave
17
Years of Service
User Offline
Joined: 13th Jun 2009
Location: Springfield
Posted: 3rd May 2012 06:48
You've got UVW errors. Nothing more. Nothing less. Those texture stretches are from extruded polygons on your mesh. Extrudes, or from dragging edges to make new faces. It's not DBP doing it, its the 3d model file.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
mindsclay
14
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 4th May 2012 00:04
After some experimentation, I found that the problem was the editor's export, but only after the model had been "baked" to polygons. I created a model without "baking" and exported the .3DS file. It looks fine when rendered in DBP. Basically, Vue cannot export a UV mapped polygon representation of primitives. It can only UV map individual primitives in the export, so each primitive making up the model would be an "object" within the object. Does that make sense?

Anyway, I need to try this with boolean objects and objects with multiple textures to see if the UV mapping works.

This thread is closed.(for me anyway)

www.mindsclay.com
lucymagus.mindsclay.com
Mage
Valued Member
19
Years of Service
User Offline
Joined: 3rd Feb 2007
Location:
Posted: 4th May 2012 08:10
Just sayin it's always nice to see a corrected screenshot.
Just to show ppl how things went, you know.

Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 4th May 2012 22:36
Yes, I agree.

Login to post a reply

Server time is: 2026-07-08 03:48:08
Your offset time is: 2026-07-08 03:48:08