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If I have an image thats lets say512 X 512and use PSP to convert it to1024 X 1024Does the texture mapping on the model get all " out of whack "Or do I just have a high-res texture to work with now ??Thanks LaterTim Kent 96th_Malice " Power for You "
Congradulations Tim..you will have a "hi res" texture to work with ..lol.Seriously, the mapping stays the same. As you asked..you will have a perfectly fitting 1024 texture to work with ....let us see your results when your finished..P.
>Congradulations Tim..you will have a "hi res" texture to >work with ..lol. > >Seriously, the mapping stays the same. As you asked..you >will have a perfectly fitting 1024 texture to work with >....let us see your results when your finished..P. Lets see if my video card loads a HI-res set of 10 repainted GO Transit Coaches first !!Then it's off to " other " projects.Thanks for the replyLater Tim Kent 96th_Malice " Power for You "
It'll work fine, but will blur or get fuzzy on enlargement. I always use the effects/sharpen/sharpenmore image function at least twice when enlarging a 512x512 to 1024x1024. It removes the fuzziness from the letters and numbers on the cabs and hoods. Jim
In my brief experience with 1024 vs. 512 so far... yep, the mapping stays intact... but geez... you sure don't want to use the results of the resize, do you? I found myself using it as a guide and did the whole texture over from scratch. (The blown-up image was used as a reference "layer".
Hi Tim,basically works fine - if done it several times for repaints of Passenger coaches (such as the FBL coaches based on Gaétan Bélanger's work).Two notes on the side:- just enlarging the textures does not give you any more detail. What was one pixel in 512x512 is now just a four pixels square - so in order to really get finer detail with such things as small lettering, rounded out corners of the windows etc you have to edit the texture file bmp "manually" until it now longer looks blurry like an enlarged jpeg.- if you plan to release a repaint with a remodelled skin, bear in mind that there are still a number of video cards out there that won't support the 1024x1024 textures. Before those users relying on the older graphics cards start e-mailing you by the dozen, be sure to add a folder with replacement 512x512 textures from the beginning. The 512s can be downsized from the 1024x1024 repaint and then sharpened by using the "mask unsharpen" tool (or however it's called in your painting software) - carefully of course, or you are back at the blotchiness of the 512x512 textures...As a closing remark, I've occasionally seen threads of people who had problems getting MakeAce or TGAtool to work with the enlarged skins. Me never had any glitch, so that might or might not be graphics card or OS or MSTS MakeAce-version related, who knows?Lukas a.k.a Swissie
I hopefully solved the video card issues a little while ago. A mipped 1024x1024 worked on my old Voodoo3 (ReMipIt can add mips to 1024s). I would assume that to be the case for the other 3dfx cards. Were there any others besides 3dfx that had trouble?
I agree with Mr Willard here. I found the original lines on 512 usually only serve best as a guide.I have had problems with "glazed" areas though and 1024 textures. 512 seems to work best in this area.Cheers Ken SCL/CSX A-Line Project