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Full Version: Single colored textures without the blurred effect
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It was acceptable for my trophy entity, but it's not acceptable for my current entity. Since my guillotine didn't have this issue, i'm guessing it is caused by the fact that the texture is just one color. Yet, there isn't much of a reason for me to be adding complexity to the texture.

[Image: ceilingfan.th.jpg]

Does anyone know why this is happening? This is the only thing preventing me from releasing this entity.
What kind of material did you apply to it when making it?
(09-22-2011, 09:25 PM)MrBigzy Wrote: [ -> ]What kind of material did you apply to it when making it?

I use soliddiffuse, and i've tried everything with it: I've tried having just a diffuse texture, having just diffuse and specular, and having just diffuse, specular and normals. I even tried messing around with the material specific variables. Still got the same effect.
could it be the type of material you chose (ie Lambert, Blinn etc...)

the only thing I can see what looks a bit strange is that there are no shadows near the edges to give a perception of depth. Maybe you could try adding some details to the colour map around the edges, or adding a normal map (i know you said you've already tried this), - then the blurry effect might dissappear.

Sorry, but that's all I can suggest. Maybe try double checking how the UV's are mapped. They might be stretched too much or something Smile
Your texture is dds, isn't it? You sure it is DXT 5?
(09-22-2011, 10:40 PM)Tanshaydar Wrote: [ -> ]Your texture is dds, isn't it? You sure it is DXT 5?

It's PNG. I know the engine supports DDS, PNG, JPG and probably others. The guillotine uses PNG too, and it doesn't have this issue.
I don't think it is a bug. I think it is just an illusion. The lack of variation of colour makes the specular lighting look blurry. if you make the material more textured, the blur should go away.

I can't see exactly what you are referring to when you say 'blurry' but if you mean the reflection is too blurry, try lowering the 'r' value of the specular map, or raising the 'g' value. this should increase sharpness.

edit: if you used lambert as the Material in blender, try changing it. Lambert isn't as suitable for metals as blinn. lambert has a softer specular diffuse, which looks really nice on woods, but a bit poor on metals.
So i was hoping this wasn't the case, but it turns out box lights ruin everything when they are too bright (i.e 1r,1g,1b) for simple textures; otherwise, for "complex" textures they are okay.
Yea you should only use box lights to add a dim glow to a room, like a VERY faint bluish glow so it isn't pitch black.