|
Post by caverga on Mar 1, 2015 10:09:29 GMT -5
Thank for your reply.
I saw your video, what I cannot do is to hover the wall and get the different swatches, it just get stuck in the last one. Even if I click several times in contiguous panels it still stuck.
On the other hand, you are quite right, my design was taking with transparency and that part became black. That doesn't matter to me, I just learnt that with this experience, but the colors of the pattern itself are completely washed out and even some colors definitively changed. I know they changed with the Alpha (DXT5) but, is this a must? Because it does not change the colors with DXT1.
|
|
|
Post by orangemittens on Mar 1, 2015 10:54:20 GMT -5
I'm not sure what you mean about hovering for different swatches. Can you explain that a little more?
A wall diffuse image does not require transparency and using DXT1 for that this is fine.
What image editor are you using to create your .dds image? I've never experience a washing out of color when I create my DXT5 images but this behavior could be due to your editor. Studio itself will not alter the .dds image during the importation process.
|
|
|
Post by caverga on Mar 1, 2015 11:18:16 GMT -5
You are incredible, don't you take a break on weekends? You must love your job! admirable!
I am using GIMP 2.8.14 I tried exporting from a DDS to a DDS with Alpha and mini-maps and also from a PNG to a DDS with Alpha and mini-maps, the result is the same. In both cases I ignored the options distance, luminance and inset bounding box and use default instead. Also didn't use dithering.
About hovering: I mean that when I select the mural icon and it gets into the mouse cursor y click on a wall and the last swatch get into it, next y go with the mouse cursor to the adjacent wall and the swatch remains the same... doesn't change for the next swatch so I have to click the swatch on the icon to get the next swatch and place it in the wall and so on. I can do that, yes. But the video is showing a different way that users might expect to do.
Thank you, thank you, thank you
|
|
|
Post by orangemittens on Mar 1, 2015 13:08:01 GMT -5
This isn't my job...if it were I would be getting a paycheck Can you post the original texture you're working with? I think I'm still not understanding what you mean about the hovering. Can I see the .package to try it in the game? And you're welcome
|
|
|
Post by caverga on Mar 1, 2015 14:14:27 GMT -5
Not a job, well, we are in the same hobby then! Although I am still trying to learn. This is the package, it is call dragons. Test it in short walls, other sizes have some drawing problems. dragons.package (773.3 KB)
|
|
|
Post by Bakie on Mar 1, 2015 17:08:35 GMT -5
I do understand what you ment with the hovering problem. In my video you can see where a wallpaper should start or end when hovering over the wall. But you're wallpaper isn't switching to the "next part". I can imagine that that's very annoying. I don't know how to fix it though, I didn't experience that problem with my multiple tile wallpapers. But on the other hand, if you can place your "end part" everywhere, then you CAN decide where a wallpaper will start and end? Or doesn't it work that way? You would be the first that accomplished that
|
|
|
Post by caverga on Mar 1, 2015 20:12:18 GMT -5
That's true.
Since I have to put the mural one wall at a time I can decide where to start or end, even I can fill a room only with one of the swatches, or put a mural all the way backwards or mixed up if I want to. But no.... the idea is to place a mural as a mural, not as a collection of different walls, or isn't?
I am going to do another mural, this time without the Alpha compression to correct the color and see if I can repeat the same result.
I am thinking if that second value of "2" in the Material Definition has something to do with that behavior, but I don't want to change it before testing other alternatives.
By the way, your video is very good and nice.
|
|
|
Post by Bakie on Mar 2, 2015 4:15:20 GMT -5
I think I know what you did wrong probably. As your saying that you've got a collection of different walls.. *Downloading your package* If you're making a mural, you only will have 1 swatch, so one mural dds file. When Looking at your package file, you still have 1 wallpaper for each part of the mural. What you need to do is making a file with a width of 4x the normal width. So normally you would make a wallpaper with a width of 256 px This time, like Orangemittens mentioned in the tutorial, you'll have to make a width of 256 x 4 = 1024 px : 1024 x 768 - short wall 1024 x 1024 - medium wall 1024 x 1280 - tall wall Then place you whole mural/image on these wallpapers. Afte this, resize them to: 512 x 512 - short wall 512 x 512 - medium wall 1024 x 1024 - tall wall Then import them back into Studio and change: 1. The DiffuseUVScale: System Single[] line. 2. Type .25 into the [0] line under in the Value section. 3. Click OK. So you don't have to do this for each "part" of the mural. Just one part for each whole mural. Also, you wallpaper now will probably have seams in between the different parts. That's why you have to use this technique, so you end up with seamless murals. Going to make a video tutorial about this soon. But I think you will have no problems anymore with your mural now. And if you do, just keep asking questions as long as needend.
|
|
|
Post by caverga on Mar 2, 2015 9:05:06 GMT -5
Hello, First of all I recognize my misunderstanding, And not as a defense but to help other users I want to say this: Once you finish the point H.1. of the tutorial your mural is done, so save it and put it in the game. If you want to add swatches then continue to the point H.2. I did another mural in the regular way and did happened that the last piece of the mural is the only that I can place, and that is why I invented the other way of doing it in pieces controlled by swatches. I can confirm that the "2" or "1" as a second value in the Material Definition has nothing to do with this problem or its solution. I am thinking that Flora is asking for another parameter being adjusted to get the desire result. On the other hand, my color problem was solved doing the diffuse compression with BC3/DXT5 without Alpha, and only the normal and specular in the regular way. I attached Garden_mural.package (801.91 KB) the package of this new mural done in the regular way if you want to test it. Thanks for your time and patience.
|
|
|
Post by orangemittens on Mar 2, 2015 10:52:48 GMT -5
The problem with making a mural in swatches instead of this way, as Bakie pointed out, is that most, if not all, mural images will show unwanted seams between each panel.
This issue has been examined and examined and the technique I've described in this tutorial is the best method so far, to the best of my knowledge, to get around the problem. Of course, then we run into the next issue which is that the mural is then tied to certain positions within a room or lot. So this technique is a workaround with a trade-off.
|
|
|
Post by mara45123 on Mar 5, 2015 16:30:23 GMT -5
Hello, I'm very bad speak English, sorry. The problem arose with 1024x1024 is not clear image at 1024x768 and 1024x1280- perfect picture. What is the problem? Thanks for the reply.1024x1024 1280x1024 1024x1024 1280x1024
|
|
|
Post by orangemittens on Mar 5, 2015 19:18:11 GMT -5
Hi mara, what 2D editor are you using to resize the image?
|
|
|
Post by mara45123 on Mar 6, 2015 2:40:11 GMT -5
Hi mara, what 2D editor are you using to resize the image? Adobe Photoshop CS6 Photo Tapestry (medieval) source was 1024х733, I did not change the size. Tapestry placed on wallpaper. You may notice that the wallpaper below, blurred. Right Image same texture but of a different color. Thanks for the reply. 1024 x 768 - short wall 1024 x 1024 - medium wall 1024 x 1280 - tall wall
|
|
|
Post by Bakie on Mar 6, 2015 8:14:52 GMT -5
I don't know how to solve your problem, but I have to say that those murals are looking great!
|
|
|
Post by brujah on Mar 6, 2015 16:02:28 GMT -5
It looks to me that using a pattern with that much detail gets depreciated on the medium wall height because of the sizes needed to create them.
|
|