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FPSC Classic Product Chat / Low Texture Quality in Editor

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Ekipshi
17
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Joined: 20th May 2009
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Posted: 15th Mar 2013 02:21
Hey guys, I dropped back down to 1.19 recently. On a fresh install of FPSC, 1.19 seems to have REALLY bad texture quality reduction in Editor.

Now, when I came back to FPSC, I downloaded the latest patch which was 1.20 v14 or so. The quality in editor was full texture quality.

Was 1.19 just always like this? It's been a long time (and I left off on 1.15 I think), but if not, how can I get the editor to not reduce the textures?

All texture reduction settings are set to "none, no reduction", verified in both the editor and in the setup.ini.

In game texture quality is still maximum, no texture reduction, just the engine itself.

The only reason I'd like to figure this out, is that my custom decals evidently don't even show up at all in the editor unless they are very large. They are technically there, but I can't see them to position them!


Any insight is appreciated, thank you!

s4real
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Joined: 22nd Jul 2006
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Posted: 15th Mar 2013 03:44
You could try v1.20 editor but if you not seeing your decals in the map editor then you needs to add a model and texture so you can place them in your map.

best s4real

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Ekipshi
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Posted: 15th Mar 2013 04:39 Edited at: 15th Mar 2013 04:42
Is it ok to use the map editor from 1.20 with the game engine from 1.19?

Quote: "needs to add a model and texture so you can place them in your map."
Aren't decals technically a model? I don't mean the animated kind (perhaps overlay is the word I meant)

I CAN see them in Editor as of now, but what happens is, it lowers the quality of the texture down so much that there's very little left that I can see.

I've Uploaded An example. The the few little blue blips are the decal I currently have selected, which is supposed to say "Welcome". The big one on the left is another one.

rolfy
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Joined: 23rd Jun 2006
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Posted: 15th Mar 2013 08:40
Looks like the transparency issue I brought up in the beta thread, its an editor bug.
Change your transparency setting to 1, you can always set it back when you finish placing it.

I don't trip over...I do random gravity checks.
s4real
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Posted: 15th Mar 2013 11:07
@Ekipshi :- decals use a plane with a just a texture as rolfy said you can change the transparency or you could change the model for the editor it self.


If you go into your decal fpi in entitybank you see these lines :-

;orientation
model = This is the model you see in the editor
textured = This is the texture you see in the editor
transparency = 0
defaultheight = 0

Changing the model and textured does not change the model in the game.

So you could infact change the texture only to something else so you could see it in the editor with out effecting the decal at all as it calls the decal texture from another place.


best s4real

Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
Help keep vishnu free by pledging now :- http://vishnu.chipin.com/vishnu
Ekipshi
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Joined: 20th May 2009
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Posted: 15th Mar 2013 15:08 Edited at: 15th Mar 2013 23:43
*EDIT*

Ah, so I have done what you suggested rolfy regarding the transparencies. (though changing the values in editor did nothing, I had to swap them in the .fpe's themselves)

I hadn't actually noticed, but all these decals were set to a transparency of FOUR. Changing them to 1 not only makes them visible in editor (though still blurry as hell, but the shape is there), but also yields a better look inside the game engine as well! (The decals were made in OverLaze by the way)

Thanks for pointing out where to go you two, I really appreciate it

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