Help with texture alignment please.


Brutal
10-14-2005, 07:54 PM
I've started working on a BAR skin and when I viewed it in game I noticed an old reoccuring problem from the old days...Texture misalignments!
Can somebody please help me fix it?
THankyou.

Hawk
10-14-2005, 08:02 PM
Id like to know this too, ive seen a few great reskins/recolors go :donrluvs::donrluvs::donrluvs::donrluvs:ty thanks to the old texture missalignment.

another thing, do you need the SDK to do this kind of stuff?

HammeR [OwP]
10-14-2005, 08:09 PM
Brutal you have the some really good skins I'd love to see and use them in Dod:S too bad your having that MisAl problem.

Makabi Gafera
10-14-2005, 10:42 PM
did you convert the .vtf to .tga? from what I've read that tends to mess with the texture's alignment.

Hawk
10-14-2005, 11:49 PM
how could I fix the texture misal on this?
http://www.dayofdefeatmod.com/forums/showthread.php?s=&threadid=56912
just a good example

Makabi Gafera
10-15-2005, 12:54 AM
I'm not sure how you'd go about fixing that, but to prevent future misalignment, search for and download a photoshop plugin that allows you to open, edit, and save .vtf files. I believe it also works with psp too.

Splinter
10-15-2005, 01:09 AM
I'm not sure how you'd go about fixing that, but to prevent future misalignment, search for and download a photoshop plugin that allows you to open, edit, and save .vtf files. I believe it also works with psp too.
I use the PS plug-in but still mis-alligns for some reason.

Makabi Gafera
10-15-2005, 01:21 AM
strange, I've noticed no misalignment on my texture mess-ups when using the plug-in.

Wile E Coyote
10-15-2005, 05:55 AM
Well maybe I'm just mis-understanding what you guys mean but.....

This is how I deal with aligning all textures perfectly

I call it mapping. I create a special texture with colored grid lines. I then view the model, using this texture, with the SDK model viewer and take screenshots of where the lines actuallly meet up. From there it's just a hit and miss process of getting it perfect. This is the method I used to align all my textures on the 3 skins I made for the axis models (2 german_body and 1 german_gear).

Here is an example of how I skinned the axis boot using a homemade skin map.

Trp. Jed
10-15-2005, 08:59 AM
Know what I do about the internals of texture conversion I doubt *very* much if any VTF<->TGA conversion is causing it.

Its not like decompiling/recompiling a model where the UV values get rounded off causing them to shift. If a texture is 1024x1024 conversion wont make it shift at all.

The most obvious thing that come to mind is that your not setting the NOMIP flag when you save the VTF. This flag tells the engine to use the largest MIP image regardless of the models distance.

Most likely the flag isn't set in your texture and its using a lower MIP map which is at a lower res and as such the black background pixels are intruding into the UV map.

Der Landser
10-15-2005, 10:36 AM
That means, when I set the NOMIP-flag when saving, this problem would be solved?

Trp. Jed
10-15-2005, 11:14 AM
Well it should certainly help.

NO MIP = use the largest MIP level regardless of distance

NO LOD = use the largest MIP even on older hardware (some old cards can't do 2048x2048 so they kick down to the MIP level they can handle)

Der Landser
10-15-2005, 11:52 AM
Ok, IŽll try this out. Hope it helps!

Thx in advance :)

Brutal
10-15-2005, 06:24 PM
Oh great thanks for the help, will try this out.

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