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If texture height is 16 pixel and poly mapping set for 64 pixels then texture will repeat vertically 4 times.
Exactly, and I should mention that for ope you'll need a "dummy version" of your object where texture is not repeated, but in 3ded and the game itself it will work fine.
(01-24-2022, 05:01 PM)Pavel 69 Wrote: [ -> ]If texture height is 16 pixel and poly mapping set for 64 pixels then texture will repeat vertically 4 times.

I did not know this! I had been wondering if the suggestion was to create 100 polys on the side of the building.

I do like some randomness across the floors of a building given there is variation in window curtains and such, so I think I may try to keep the same mip but map it across 2-3 polys. I didn't seem to have that problem for the building with the tunnel (which is just a slightly smaller building) so I think if I can just stay within the limit of poly size it should be okay.
I divided the building sides into two and it solved the graphical problem. Thanks for everyone's advice on this.

[Image: attachment.php?aid=2054]
Great! I know about this bug in ICR2 graphic engine for a long time. Many of the big ovals coverted from N2, N99, N3 suffer from it. Big grandstands there use wide polygons for the crowd and such effect can be seen there. It's visible only from some angles and from long distance. At closer distnace textures are ok. I've tried differen ways to solve such problems. But dividing poly in two parts is the only way to go.
(01-26-2022, 11:04 AM)Pavel 69 Wrote: [ -> ]Great! I know about this bug in ICR2 graphic engine for a long time. Many of the big ovals coverted from N2, N99, N3 suffer from it. Big grandstands there use wide polygons for the crowd and such effect can be seen there. It's visible only from some angles and from long distance. At closer distnace textures are ok. I've tried differen ways to solve such problems. But deviding poly in two parts is the only way to go.

Do you know the maximum size you can get away with before this problem starts?
No. When I see problem in game then I tried to fix it.
(01-26-2022, 06:25 PM)Pavel 69 Wrote: [ -> ]No. When I see problem in game then I tried to fix it.

Given the problem may or may not appear depending on the distance and view angle, I agree the most efficient approach is to fix only when we see it.
(01-26-2022, 06:31 PM)checkpoint10 Wrote: [ -> ]Given the problem may or may not appear depending on the distance and view angle, I agree the most efficient approach is to fix only when we see it.

I've got a super long texture that I have to make on the side of the denver convention center.  One long building basically surrounds the entire left side of the track on one straight, 2 city blocks long.  I think the surface of this building was smooth in 1991 (not wavy like you see in the modern photo here).  I may have to use many polygons like this here, even know my building is not tall like yours, it is long.

[attachment=2055]
For reference, my building with the graphical glitch is 122' wide and 351' tall.

However, the large building with the tunnel has a poly that is 228' wide and 274' tall. I haven't seen a graphical glitch for that building so maybe I got lucky with the angles that it appears from, or maybe it is just short enough.