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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Hey guys! I need some help. My object textures seem to get pixelated while in the game. But when you go to recolor the object, it looks very nice and smooth, but once out of CAS mode, it becomes pixelated again. Is there anyway to fix this? I'm working with TSRW, and it updates the texture size once I import my new textures, but it does look a bit pixelated in TSRW as well. Any help or comments would be more than appreciated! Thanks!
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#2 |
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Inge Jones
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Problems that are corrected after first visit to CASt can be caused by changing settings in the first preset without reflecting those changes to the LODs (masksize) and TXTC (image resourcekeys). However if it becomes bad again once exiting CASt (provided you *did* change something) then I have experienced that once or twice when I mapped a mesh too near the bottom edge of the map. |
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simlogical Please do not PM me with questions about modding. Please post in an appropriate forum and send me a link to the thread if you would like me to try and help. |
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#3 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Thanks Inge! I did change something and still becomes bad after exiting CASt. I do tend to map my cars close the edges of my map, so I'll see if that will help.
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#4 |
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cmomoney
Who wants to play video games?
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Are you fully patched? |
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"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
Have you seen my Simple E Modern Bed @Leefish | (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕] |
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#5 | |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Quote:
Yes. It seems to happen to all/most of the cars I've made, no matter when I've made them or what game version I have. Edit: Actually, looking more into it, it seems to be more so my problem with how I texture. When I do go into CASt mode, it does look smoother, but it also looks like it reverts back to the original size of the map and makes everything blurrier. So I guess my real textures are pixelated, and it just appears smoother in CASt because it doesn't define the pixels as much. I could tell by looking at the things other than the car paint, in CASt they are much less detailed and more blurry. Although it still bothers me that I can convert the same car for TS2, and the texture looks very nice and smooth. I guess that's just how it's translated to TS3 to be able to freely recolor objects. Example: In-game ![]() In CASt: ![]() | |
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Last edited by Fresh-Prince : 19th Feb 2012 at 04:43 PM.
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#6 |
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cmomoney
Who wants to play video games?
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When did you notice this happening, was it after Pets? |
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"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
Have you seen my Simple E Modern Bed @Leefish | (• ◡•)| (❍ᴥ❍ʋ) [◕ ‿ ◕] |
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#7 |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
I mean I have seen pixelation of my textures before Pets, as I have only fully updated my game about 2 weeks ago, but it never seemed like this. It was normal pixelation so to speak, just as you can only go so far with the quality of the texture. So I would have to say yes. The pixelation was never that drastic like in the pictures I posted above. It has much larger pixels and more discoloration than I would say what I would normally see before Pets. |
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#8 |
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BloomsBase
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i had similar issues but it was caused by a new install of my graphic drivers(autoupdate) After i installed the old drivers back all was fine again. i have the idea the game does not recognize a driver update unless you also install a new patch or EP. This might sound strange but duplicate files also can cause blurry textures, check for duplicates with delphy's dashboard |
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#9 |
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BloomsBase
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Hmm, i think it is a TSRW bug in one of the latest versions... Just made a car with a later version and also have huge pixelation. When i recolor the car and accept it is gone. |
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#10 | |
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Fresh-Prince
Original Poster
Scholar
Join Date: Mar 2006 |
Quote:
Thanks for the response! That does make sense as I installed the latest TSRW in order to edit the seating because I couldn't get s3pe's rig editing to work with Pets. Wonder if there's a work around for a earlier version of TSRW, and if it still has this problem. | |
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#11 |
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BloomsBase
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Atevera has made a new plugin for those RIGs: http://code.google.com/p/s3pi-wrappers/downloads/list I have 2 versions of each installed: olderTSRW / s3PEx86 / old wrappers TSRW / s3PE64bit / new wrappers Edit, I just looked at the release date and those are even newer then the ones i have installed(5feb2012) |
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#12 |
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Morphead
Forum Resident
Join Date: Jul 2006 |
This is a long standing problem, not limited to cars. I find it's more noticeable when you have a full scale/detailed/extreme multiplier. I haven't found a way to get rid of it fully. I just try using smoother and depending larger, textures. |
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#13 | |
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orangemittens
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#14 |
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Morphead
Forum Resident
Join Date: Jul 2006 |
It's always been there for me as it's been an intermittent bane of my creation process. Either way, it's a nuisance I hope can be remedied. |
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| BloomsBase |
| This message has been deleted by BloomsBase. Reason: nevermind, |
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#15 |
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BloomsBase
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I tried 4 of the tools(Nvidiaplugins, DXTBMP, DXTviewer, and ATI's compressonator. Best results i had was with the compressonator.(however, this could be due the fact im having a ATI graphic card?) I basicly opened and edited EA's multiplier with PS and saved it as 24bit bmp(if the original texture was a DXT1noalpha) Each edit i saved as 24bit BMP till i was satisfied, then i opened that bmp with the compressonator, added the mipmaps and compressed it for DXT1noalpha. Then i saved it as new multiplier. Had no texture loss at all.(compared to EA's original.) You should never edit the dds file, save, edit, save as dds because it will ruin your file. The only problem i am facing now is to know wich filter is used for the mipmaps(box, d3d or d3dx) and with wat settings.(point, linear, triangle or box) Besides that there are also the options dither, mirror pixels on texture edge and perform filtering in SRGB space...... If someone could give me some tips?? Edit, But, no diffrence ingame sofar The best fix sofar is to use the kinda metalflake pattern that comes with FL. It mixes 2 colors and bringing them close together reduces the pixelation. ![]() |
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Last edited by BloomsBase : 14th Apr 2012 at 09:33 AM.
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