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Author Topic:   alignment impossibility...
ObeOne
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posted 14-06-2000 09:58 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote

I have tried over and over again to get this texture to line up seamless in MTM2. What should happen is that it is cut into 9 textures, which form the square, which can be copied and pasted for the base texture of my track. No matter what I do, it will not line up seamlessly. It lines up perfectly in PSP, but refuses to do the same in MTM2.

I posted this because I really need this texture to line up, and if anyone would like to have a go at it, please do so. If you do get it to work, PLEASE post the procedure you used to get it to line up in MTM2. If you do get it to work, I will be amazed, as I have tried seemingly every trick in the book to get around the 2 pixel overlap, yet nothing works.

Also, once you have the 3x3 square in traxx, just copy it and paste it next to each other. You do not need to rotate the texture at all. If you want, you can test this in psp.

I don't think it's possible...

-ObeOne

[This message has been edited by ObeOne (edited 14-06-2000).]

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REOSPEED
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posted 14-06-2000 10:46 PM     Click Here to See the Profile for REOSPEED   Click Here to Email REOSPEED     Edit/Delete Message Reply w/Quote
Ok did you try manually making each 64x64 texture? By that I mean in PSP canvasing the size and cutting each 64x64 sqaure out of the texture.

I tried it real quick and it seemed to be pretty good. Also if you want to get around the 2 pixel overlap of MTM then it would be easier to do it this way. That way all you have to do is instead of making it 64x64 when you canvas it make 62x62 and add the 2 pixel ring on the outside.

That is the way I made the some corner textures of mine once. They actually came out pretty good.

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Phineus not at home
unregistered
posted 14-06-2000 10:50 PM           Edit/Delete Message Reply w/Quote
try resizing it to 184x184 and make sure the check box for mtm2 overlap is checked. Should work.

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ObeOne
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posted 14-06-2000 11:01 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Reo.... whatcha meen by canvasing?

Phin.... tried that.... got the worst results out of all my attempts lol

-ObeOne

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ObeOne
Member
posted 14-06-2000 11:15 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Ok Reo... figured it out... didn't work.

-ObeOne

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ObeOne
Member
posted 14-06-2000 11:17 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Also, if it helps at all, the very edges of the textures need to be kept intact i think. can't have anything chopped off.

-ObeOne

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ObeOne
Member
posted 14-06-2000 11:18 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Here's how it tiles in psp:


[This message has been edited by ObeOne (edited 14-06-2000).]

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Phineus
Glow Ball
posted 15-06-2000 01:55 AM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
I don't know, but it looks okay to me. What exactly are you looking for?

your jpgmine in traxx

[This message has been edited by Phineus (edited 15-06-2000).]

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ObeOne
Member
posted 15-06-2000 12:33 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Yes.... one looks ok... but put that square of nine textures around your first one.... I want it to be my base texture. You no what I mean? Like how I have in the post above urs... with 4 tiling.

-ObeOne

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Malibu350
__________
posted 15-06-2000 02:18 PM     Click Here to See the Profile for Malibu350   Click Here to Email Malibu350     Edit/Delete Message Reply w/Quote
I had been thinking of a solution just yesterday on this same problem, i don't know if it will work because i haven't had the time to test it yet, and if anyone else has tried it fill me in and i won't waste my time..

1) chop your 192x192 into 9 equal 64x64's in psp.

2) hit shift-D to make duplicates of each new tile.

3) resize the 9 duplicates to 66x66.

4) copy and paste the origional 9 as new selections to the "center" of the duplicates.

5) resize the newly created 66x66's to 64x64, decrease the color to 256 8bit then paste into traxx.

my theory is if the tiles look perfect in psp then traxx is the culprit, and if it is accurate in chopping the 1 pixel from each of the four edges then this should work ???

another trick is to give the textures a gaussian blur at about 0.50 or more, this helps to a small degree when tiles aren't so seamless...

[edit] make that shift-D

[This message has been edited by Malibu350 (edited 15-06-2000).]

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ObeOne
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posted 15-06-2000 03:14 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Now i'm REALLY getting frustrated:

1)Malibu... nice try, but it didn'w work

2)I made a new 64x64 texture... Figured it would work better. Again, tiles beautifully in PSP, refuses to do so in the game. Arggghhhh!!! I've tried at least 5 different things to this no texture, and it still won't work! I think i'm gonna have to make a generic one .

edit: no = new

[This message has been edited by ObeOne (edited 15-06-2000).]

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Phineus
Glow Ball
posted 15-06-2000 04:36 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote


Still looks alright to me.

[This message has been edited by Phineus (edited 15-06-2000).]

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Winterkill
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posted 15-06-2000 05:44 PM     Click Here to See the Profile for Winterkill     Edit/Delete Message Reply w/Quote
-

[This message has been edited by Winterkill (edited 12-12-2000).]

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ObeOne
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posted 15-06-2000 06:05 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
Phin.... trust me it won't work lol... try it in game.

WinterKill... Yes, I noticed that... it's from all my resizing it and converting it to jpg.... I'll post a better one here, that doesn't have that problem... this one DOES tile perfectly in psp, and doesn't have those lines... still doesn't work.



Try that one.... still won't work and it's perfect.

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Phineus
Glow Ball
posted 15-06-2000 06:17 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
In the game you say?

Can't hardly notice a problem in an Overhead pic but in a close up shot , there sure is misalignment

I tend to agree with winterkill. The problem, for whatever reason, lies more with the source image than with traxx or the game. I'll try an experiment with your new graphic.

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ObeOne
Member
posted 15-06-2000 06:27 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
I can still see it even in the overhead lol... It's also very noticible when you're driving. This new image is perfect, put I've still had no luck... I sure hope you guys have better luck than me =)

If it tiles perfectly in psp, I don't see why it would not be able to do the same in the game... The first jpg was a faulty one, I realize that, but the new one is perfect.

Thanks for your help guys =)

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Phineus
Glow Ball
posted 15-06-2000 07:24 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
I don't want to be the bearer of bad news, but the second one is a bit worse than the first, I think. It wont even tile cleanly in psp.

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ObeOne
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posted 15-06-2000 07:30 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
huh? It tiles in psp and on the message board... no lines =)

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Phineus
Glow Ball
posted 15-06-2000 08:04 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
Look closely, no it don't =(

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ObeOne
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posted 15-06-2000 08:16 PM     Click Here to See the Profile for ObeOne   Click Here to Email ObeOne     Edit/Delete Message Reply w/Quote
I think we need another opinion on if it tiles or not, because I have zoomed in and it looks fine to me lol.

Anyway, I made a bit of a discovery. It could tell us why the textures, even my 64x64 texture, won't line up.

Look at the following pictures. I made a texture in psp, centered it, and sized it so that it would fit within the little lines in traxx's 'slicing' feature. I used white for a background to make the results clearly visible.

As you can see, my texture fits perfectly in the grid.

The lower picture shows the result. It's a bit puzzling if you ask me. Not only is there a white border around the texture I wanted, but there are parts of the brown texture in the other tiles. This doesn't make sense. I can understand how it could happen one way or the other, but both?!

Could this be why we can't get the textures to tile?

[This message has been edited by ObeOne (edited 15-06-2000).]

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REOSPEED
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posted 15-06-2000 09:13 PM     Click Here to See the Profile for REOSPEED   Click Here to Email REOSPEED     Edit/Delete Message Reply w/Quote
Ok Obe when I was building my textures for the corner I built one time I ran into the same thing as you are now...

I used the the canvas technique to build them and they lined up fine in traxx, but when you got them in the game they would not line up. So what I did was do exactly what I said in my other post. Shrunk them to 62x62 and used the outside 2 pixels to fill in the area that gets cut out by mtm.
I don't think the problem is in traxx but the way the game reads and places the textures.

[This message has been edited by REOSPEED (edited 15-06-2000).]

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MIYH
Mod
posted 16-06-2000 01:37 AM     Click Here to See the Profile for MIYH   Click Here to Email MIYH     Edit/Delete Message Reply w/Quote
I like that last illustration you made Obe, it really illustrates how Traxx takes the 2 pixel overlap.

I sometimes have problems with Traxx cutting up textures that require exact alignment, so I end up doing it manually. I think it is just the resolution of the little grid, sometimes I end up letting Traxx cut up the same image a dozen times, moving the alignment grid just one more pixel to the right or down each time.

The only "trick" is to start with the correct size original tiling image. For 3 tiles x 3 tiles the original image size should be 180x180 pixels. You can't have an image that tiles well, then resize it and still expect it to tile well. Pixels get added or deleted from various spots.

Now take the 180x180 and tile it so you have a 540x540 image, then it starts to get interesting hehe. You need to cut out the 9 overlapping center tiles of this large image. The way I would do it is to show a 60x60 reference grid over the image, then cut 64x64 tiles. Ooverlap each 60x60 grid by 2 pixels on each side to get the correct alignment.

If that last bit is hard to follow, send me a tiling 180x180 image you are happy with, and I will cut it up this way for you.

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SIG
Member
posted 26-06-2000 01:33 PM     Click Here to See the Profile for SIG     Edit/Delete Message Reply w/Quote
If i want to make a taxture to cover the whole level i always make a square of 3x3, blur it very slightly and cut a square 64x64-128x128 and paste it as a new image to add detail or paste it in traxx.

------------------
Yours Mentally
SIG

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DMS_Fila
Member
posted 01-07-2000 02:59 PM     Click Here to See the Profile for DMS_Fila   Click Here to Email DMS_Fila     Edit/Delete Message Reply w/Quote
LOL, this is interested me, cuz i wanna start doing custom textures, and if u wanna help me, check my topic.


Still have to learn to do the normal ones (even with lines) and then try to do seamless ones, but i didn't understand a thingy from what u people typed here. LOL

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Phineus
Glow Ball
posted 01-07-2000 03:56 PM     Click Here to See the Profile for Phineus     Edit/Delete Message Reply w/Quote
Ok, try this out
http://karf.net/beta/ccbase.zip

It's only 29 k and is likely as good as you'll get (CUZ THE STARTING PIC IS STILL A PROBLEM).

Anyway, I used MIYH's suggestion and it seems to have worked, though I think it would have been easier to just paste the 9x9 section and only use the middle textures.


P.S. There is way to much green in the original graphic. You can cut some of that out by adjusting the RGB or color palette.

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- Phineus

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