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simmer22
8th Apr 2011, 02:35 PM
For a while now, I've been experimenting with default override textures, more precisely infant outfits.

A while ago I started using 1024 maps instead of the default 512 map, and since I mostly test the texture maps with skintone changers (where I turned up the skintone size to 1024), I didn't realize the problem until I actually tested the override files ingame.

The problem is, the 1024 maps shows up perfectly detailed ingame only when using a skintone changer. The overrides for some bizarre reason still insists on showing a 512 map, which is blurry and ugly (like a scaled-down 1024 map usually does). Using textures made as 512 maps work fine, but I really do want that extra texture detail...

I always use DXT3 for the overrides, as they're partly transparent, so I don't think that's part of the problem. I use it for the skintone files too, and they show up correct.

Unless there's something wonky in the game files themselves, I suspect there might be something wrong in the TXMT settings. I've tried figuring out exactly what is the problem, but so far without any luck. I've even tried to delete all the generated maps (under the TXTR editor) except the 1024 map, but it doesn't help a bit. I know my way around a few of the TXMT settings, but apparently not this...

It happens both with the unisex overrides (which only has txtr and txmt) and the "girl only" overrides (which has those, plus 3IDR and GZPS).

A picture of the TXMT properties, just in case it might shed some light over the problem.

http://i56.tinypic.com/10f6y5j.jpg

(Before anyone asks why I'm not happy wiht the 512 map - I do quite a lot of close-ups when photographing my sims, which is why I like detailed textures. Besides - there's more room for creativity and visible text on a bigger map...)

Thanks for any help :)

fakepeeps7
8th Apr 2011, 08:27 PM
It probably has something to do with the MipMap level (but I'm just guessing). In SimPE, look at the texture. You'll see something like the following:

Image 1x1 - yourtexturename_txtr
Image 2x2 - yourtexturename_txtr
Image 4x4 - yourtexturename_txtr
etc.

All the way up to:

Image 512x512 - yourtexturename_txtr

Now notice that the MipMap Level has a number that corresponds to how many of the previous Image things you have. If it goes up to 512, then your MipMap Level should be 10.

If you don't have that extra level (Image 1024x1024), you'll need to add it. I just tried doing so, and the MipMap Level changed to 11 automatically.

I'm not sure if this will work, but I suspect that's where the problem is.

simmer22
9th Apr 2011, 10:31 AM
I thought so too at first, but the bigger mipmap textures appears automatically when building a bigger texture with DXT. It works on other objects, so I can't see what the problem is on this particular object...

The last mipmap block on the original is
Image 512x512 - bubodydiaper-white_txtr

while after DXT building it is
Image 1024x1024 - bubodydiaper-white_txtr
(but shows ingame as if it's still the 512).

fakepeeps7
10th Apr 2011, 07:54 PM
Have you tried adding the extra MipMap level before building DXT?

I'm not sure how you can tell that it's displaying as 512 in the game. Is it just that it's blurry? I think maybe that's going to be a limitation of the game. It's trying to put a 1024x1024 image on that little tiny baby body. That's the same size of texture that's used for adults, so the game is having to shrink everything way down. It may just be that it's the shrinking that's causing the blurriness... and if that's the case, there's really not much you can do about it. You could probably make the image 2048x2048 and it would still look the same.

simmer22
12th Apr 2011, 04:13 PM
I've not tried to do it before adding the new map, but I'll try. On other objects there is no difference between adding it before or after, though... Been halfway testing that on a bunch of (cloned maxis) objects with random-sized original textures now, and building the mip-map bigger works fine without adding it first on regular object files (even works fine to change the texture from rectangular to square by building it directly).

The texture displays perfectly fine as 1024 on the skintones (I use a baby skintone changer and a mesh/transparent texture), but shows as the 512 mip-map when I use the outfit files. It is as if it uses the 512 mipmap file (which is really blurry) instead of the detailed 1024 map. Picture here --> http://i52.tinypic.com/10oqh3o.jpg (unedited original pics chunked together, so it's big... If it refuses to load properly, try this one --> http://i51.tinypic.com/21kzgc7.jpg. The brown stuff on the baby to the right is just default hair poking through. Forgot to remove it...)

I play with graphics on as full as they get, and there really is a big difference between the 512 and 1024 maps, especially on closeups, but also on a distance.

fakepeeps7
12th Apr 2011, 11:06 PM
If the only way around the problem is to use the outfits as skintones, then couldn't you do that?

BloomsBase
13th Apr 2011, 06:27 AM
i made alot replacements and never had any problems with them. http://www.insimenator.org/index.php/board,657.0.html
Are you using the nvidia plugin to build your DXT's?
http://www.insimenator.org/index.php/topic,11026.0.html

edit, nvm, you do...
Try DXT5, see if that makes a diffrence(the game supports it.)

simmer22
13th Apr 2011, 03:38 PM
Yup, tried DXT5, too. In fact, I tried that with the one in the picture to the right, and got the exact same result as I did with DXT3.
I always use the DXT tools (usually DXT3) when recoloring objects, as importing (and DXT1) usually gives a bad result.

I often use the skintones as outfits when doing storytelling, but it's bothersome to go through the entire process every single time I want to use new outfits. Besides - it can create problems with genetics, which I'd rather not have. I'd love to find a solution, mostly because I upload quite a lot of the outfits I make.

EDIT:
Adding in the mipmap diidn't work, either...