I got some time today and so i decided to retexture the convolution.
The texture file lekra.jpg is here:
http://www.gaming-hut.de/temp/vega/lekra.jpg
Filesize is like the old texture 170kb
Convolution retextured
Moderator: pyramid
-
- Confed Special Operative
- Posts: 348
- Joined: Fri Jun 13, 2003 10:25 pm
- Location: Germany, Central Europe
- Contact:
-
- Confed Special Operative
- Posts: 348
- Joined: Fri Jun 13, 2003 10:25 pm
- Location: Germany, Central Europe
- Contact:
And the lekra-hud.png is also finished and tested ingame:
http://www.gaming-hut.de/temp/vega/lekra-hud.png
http://www.gaming-hut.de/temp/vega/lekra-hud.png
-
- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
-
- Confed Special Operative
- Posts: 348
- Joined: Fri Jun 13, 2003 10:25 pm
- Location: Germany, Central Europe
- Contact:
-
- Confed Special Operative
- Posts: 265
- Joined: Mon Feb 09, 2004 12:09 pm
In some rare occasions I've seen something like this in my own models.Major wrote:What difficulties do you mean? Could VS take some white areas as textures when in low-res?Targon wrote:The texture background color could lead to some difficulties, esp. if low-res.
Otherwise cool. ==b
Would be no problem to change background color to dark grey
3D engine set up MIP-maps (pyramid of downsized versions of texture) to show it at larger distances and it will eventualy take this white pixels in account while downsampling.
Hence I either a) set background to complete black (blackish areas are less suspicious) b) use Photoshop "Average" filter c) use (b) + extra layer with heavily blured texture as background.