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ForumsJedi Knight and Mysteries of the Sith Editing Forum → NEED MAJOR TESTING 512x512 mats in JK
NEED MAJOR TESTING 512x512 mats in JK
2005-07-13, 1:39 AM #1
OK, I need major testing cause this could be the next big thing in JK :p

I want everyone who is willing and able to go into their settings menu and change the min texture size thingie (should be 1 or 0, can't remember which) to 258. no more, no less. Then play as many stock JK levels and custom made levels as you want/can. Tell me if you notice any messed up textures.

I want you to check, if possible, all levels of mip for 256x256 mats, and everything lower (32, 64, 128) including 16 bit mats. If there are no texture problems (black boxes, mysterious hom where there wasn't any before, stretched textures, etc...), then my evil plot may actually work...



Now that were past the basic testing part, on to the actual 512x512 mat stuff. After playing with settings and stuff, I got JK to accept a 512x512 mat after raising the min texture settings to 258 (why it's 2 more than the common number 256, I don't know...) The only problem with the material is that when you place the 512x512 mat in your level and adjust the size (uv), you then have to take the uv numbers and divide them by 2. I only tested this with one quick mat but it seemed to work perfectly.

Just for note, this testing was done in JKEdit since I needed something more visual to use than JED (I find it quicker to uv map in JKEdit). So if the uv stuff I said isn't accurate for JED, sue me :p
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-07-13, 9:25 AM #2
Interesting. I seem to remember someone saying something about 2 more pixels in 256 mats were for something for JK, but didn't need to be in the mat itself. I'll dig that information up when I return from Japan.
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2005-07-14, 10:38 AM #3
I forgot to mention, if you do test this, could you also post your system specs along with any errors or lack thereof?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-07-14, 12:32 PM #4
AMD Athlon 1.333 GHz
512 MB SDR RAM
ATI Radeon 9550 (256 MB)

I tested in a handful of levels, when I changed to 258 it caused texture misalignment all over the place. It wasn't severe, but I'm attaching a screenshot to show what it was like.

The left half of the image is with min texture size at 258, the right is 0.

QM
Attachment: 6091/mintx258.jpg (92,082 bytes)
2005-07-14, 1:13 PM #5
I tested it on Imperial Siege on Derra IV by Dak (I think) and I got pretty nasty adjoin hom and a general slowdown of framerate in many places as well as texture misalignments.

I'll see if I can't get a 512x512 mat to work for me too.

Intel Celeron 900mhz
256meg ram
16meg NVIDIA Vanta/Vanta LT
2005-07-14, 1:41 PM #6
Various Levels, with only minor texture misalignments. While a surface had a misaligned texture every now and then, I noticed that 3do texture alightment was untouched.

2.4 GHz Pentium 4
512MB SDRAM
ATI Radeon 9550 256MB

I played at 1024x768
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"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
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2005-07-14, 1:53 PM #7
I was afraid we would get misallignments and homing. I'll need to test that level Stormtrooper to see exactly what types of surfaces hommed.

Time to test other numbers to see if we can displace mats back to the original position while maintaining the 512x512 mats. The hom could be a problem though. I only encountered that when the min texture value was higher than 528, so I'll need to find out what causes it to occur at 258 (FYI. I didn't get the numbers switched, I really mean 528.)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-07-14, 8:30 PM #8
Looks like it is just messing up the texture coordinate interpolation in JK, since I noticed it will not generate correct texcoords (really off numbers, which gives a solid color from the texture) when you set the min texture size to some odd number (try 270) and a vertex moves off screen. Something like that...try it out with that min size and you will probably see what I mean, individual triangles will have bad texcoords when looking at them from a certain angle.
Air Master 3D (my iPhone game)
My Programming Website
2005-07-14, 9:20 PM #9
That's why I wanted to try the lowest possible number for the test. Anything below 258 wont work with 512x512 mats.

Hmm, can you try 512 instead of 258? Maybe that'll offset the coordinates back to their original position (or if I'm wrong about the wrapping, the textures will be even more messed up...)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-07-15, 3:16 AM #10
I only tested a few maps, default and custom, and noticed no difference in wrapping switching back and forth between 0 and 512, but slight differences between 0 and 256/258.

Pentium 4 3.2GHz
1 GB SDRAM
Sapphire Radeon 9800 Pro Atlantis 128 MB
2005-07-15, 9:55 AM #11
Well, forgot to mention I was trying it with a 512x512 mat. High min texture sizes just cause the wrapping to get pretty messed up, like there will be a large black border and you will also see part of the texture repeat into the border before actually repeating.
Air Master 3D (my iPhone game)
My Programming Website
2005-07-15, 4:07 PM #12
DOH!! I forgot that's the reason I was trying 258 in the first place!

Ya, the border is nonexistant at 258 on my computer, but it messes up wrapping.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"

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