Forged Alliance Forever Forged Alliance Forever Forums 2015-01-25T19:58:07+02:00 /feed.php?f=45&t=8694 2015-01-25T19:58:07+02:00 2015-01-25T19:58:07+02:00 /viewtopic.php?t=8694&p=92160#p92160 <![CDATA[Re: Texture bad quality]]>
ckitching wrote:
..
Yes, they're different colours so it's slightly hard to compare. Look at the lasers: In the latter image they're 1px, but in the former the game has stretched them to being 2px, creating funky artefacts.
Perhaps that's the problem you encountered here?

Exactly

Statistics: Posted by Xinnony — 25 Jan 2015, 19:58


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2015-01-25T00:21:13+02:00 2015-01-25T00:21:13+02:00 /viewtopic.php?t=8694&p=92094#p92094 <![CDATA[Re: Texture bad quality]]>
pip wrote:
Yes, I found out the same issue trying to optimize Nomads textures last year. If you don't pick 64/128/512/1024/2048 size, you will end up with borked textures.


To clarify: You're probably talking about textures for use in-game (paint for tanks and whatnot). We're specifically talking about textures used in the UI.

Mipmapping and related concerns make textures for use in the actual game a whole different kettle of fish. It seems you can get away with any multiple of four in the UI. Presumably what you're saying about powers of two is a valid constraint for in-game textures, probably vaguely related to mipmaps.

Statistics: Posted by ckitching — 25 Jan 2015, 00:21


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2015-01-24T22:47:16+02:00 2015-01-24T22:47:16+02:00 /viewtopic.php?t=8694&p=92087#p92087 <![CDATA[Re: Texture bad quality]]> Statistics: Posted by pip — 24 Jan 2015, 22:47


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2015-01-24T19:47:17+02:00 2015-01-24T19:47:17+02:00 /viewtopic.php?t=8694&p=92081#p92081 <![CDATA[Re: Texture bad quality]]> Statistics: Posted by IceDreamer — 24 Jan 2015, 19:47


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2015-01-24T19:31:03+02:00 2015-01-24T19:31:03+02:00 /viewtopic.php?t=8694&p=92080#p92080 <![CDATA[Re: Texture bad quality]]>
Basically, make the sizes of your images divisible by four (padding with transparent pixels if you need to) and things will improve.

(You will want to right click and "view original")

Before:
https://www.dropbox.com/s/3ihwzdd9g9942 ... 4.png?dl=0

After:
https://www.dropbox.com/s/5i3d96pldyns3 ... 4.png?dl=0

Yes, they're different colours so it's slightly hard to compare. Look at the lasers: In the latter image they're 1px, but in the former the game has stretched them to being 2px, creating funky artefacts.
Perhaps that's the problem you encountered here?

Statistics: Posted by ckitching — 24 Jan 2015, 19:31


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2014-10-21T14:59:42+02:00 2014-10-21T14:59:42+02:00 /viewtopic.php?t=8694&p=83893#p83893 <![CDATA[Re: Texture bad quality]]> Statistics: Posted by Xinnony — 21 Oct 2014, 14:59


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2014-10-20T21:42:27+02:00 2014-10-20T21:42:27+02:00 /viewtopic.php?t=8694&p=83855#p83855 <![CDATA[Re: Texture bad quality]]>
Well yeah on small images you arte going to get some colour bleeding, just dropper the original colour and apply it to the converted image one pixel at a time.
colour it in so to speak.

Domino

Statistics: Posted by Domino — 20 Oct 2014, 21:42


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2014-10-14T15:18:07+02:00 2014-10-14T15:18:07+02:00 /viewtopic.php?t=8694&p=83465#p83465 <![CDATA[Texture bad quality]]>
Example, Original :
Original.png


Result In-Game :
Degrader.png

Download the image and zoom for see the problem.
Bad quality.rar

Statistics: Posted by Xinnony — 14 Oct 2014, 15:18


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