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Author Topic: [QUESTION] Texture resolution  (Read 5328 times)

Filipsons

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Re: [QUESTION] Texture resolution
« Reply #15 on: August 25, 2014, 11:20:00 am »
Send me a texture and teture path. I try it something.
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Dottore

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Re: [QUESTION] Texture resolution
« Reply #16 on: August 25, 2014, 06:40:41 pm »
What tree model do you use? Vanilla model? Custom model? Ported model from cata/mop/wod?
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Allifeur

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Re: [QUESTION] Texture resolution
« Reply #17 on: August 25, 2014, 08:06:13 pm »
Quote from: "Fekete95"
What tree model do you use? Vanilla model? Custom model? Ported model from cata/mop/wod?

It's a reskin of a cata model.
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schlumpf

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Re: [QUESTION] Texture resolution
« Reply #18 on: August 25, 2014, 08:16:31 pm »
Are there any special render flags? Have you tried changing stuff like that? Have you tried that texture on a different model where you know that a different texture works? Have you tried just showing the texture in the UI?
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Alastor

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Re: [QUESTION] Texture resolution
« Reply #19 on: August 25, 2014, 10:57:05 pm »
Quote from: "Allifeur"
Quote from: "Fekete95"
What tree model do you use? Vanilla model? Custom model? Ported model from cata/mop/wod?

It's a reskin of a cata model.


k... and will you finaly tell us what model exactly to allow us make some Testing ?
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Allifeur

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Re: [QUESTION] Texture resolution
« Reply #20 on: August 26, 2014, 12:56:02 am »
The model isn't the thing that is bugged : I tried on several M2s, the problem comes from the BLP itself. (So it doesn't matter to precise which M2 Is used.)

 But it looks like the BLP are missing something that could avoid the bug, and I can't figure out what.
Here is the PNG texture :



 My other textures don't have this problem, so it might be something stupid missing.

The first version of the trunk makes 88564 octets and turns black (with graphical modifications) which is the close to the normal weigh of a texture of this size. (88572)
After being decompressed, the trunk makes 171ko and turns white (with graphical modifications).

So basically => What could I be missing to make the blp work correctly here ? I will try changing the picture with several picture editors programs to see if it comes from the ones I use, or also possibly from my BLPconverter. As I said, it's probably something stupid.

 @ Schlumpf : I didn't changed flags there. Not from what I know.
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schlumpf

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Re: [QUESTION] Texture resolution
« Reply #21 on: August 26, 2014, 02:26:17 am »
That texture is not square. Have you tried a square texture? Have you tried the other stuff I suggested?
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Filipsons

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Re: [QUESTION] Texture resolution
« Reply #22 on: August 26, 2014, 10:17:00 am »
Try this.

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Amaroth

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Re: [QUESTION] Texture resolution
« Reply #23 on: August 31, 2014, 07:20:52 pm »
I've got the same problems with some models (trees from WG, old Vanilla human towers...). I never figured out what is causing them, it seems these are pretty random bugs, appearing only on a few of specific models. However, reloging/restarting the game always solved it, so I never looked for real solution.
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Drikish

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Re: [QUESTION] Texture resolution
« Reply #24 on: December 14, 2014, 04:47:12 am »
I had this with cata imported stuff and it only effected me in noggit - take your image and in photoshop change channels to rbg only, somewhere near file... Removes this from happening.

White usually means no texture - it is also possible you have broken the uv map on the m2, through hex editing or conversion
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