Gruffydd Posted March 12, 2016 Share Posted March 12, 2016 I've got a mod that adds a bunch of new signs to the game.I generally do this by taking a mesh that's already in the game, and adding a custom texture. The problem is, some of the meshes I'd like to use are, in game, just a colorful background.Since there's no real detail on those signs, they made them very low-res, so if I add text and graphics to it, it's very fuzzy and pixelated. Could someone point me in the direction of a good tutorial on how to make higher-resolution textures using the same mesh as the low-res one? Thanks. Link to comment Share on other sites More sharing options...
Descivii Posted March 14, 2016 Share Posted March 14, 2016 (edited) You just scale the texure up though you need a good ....(not sure if it's a pluggin or what it technically is) but it basically uses some math for enlarging images to make them look better. Otherwise when enlarging any image you can end up with poor quality as details are basically stretched out. There are good whatever they are called that make enlarged images look better. In PS, you click Image, Image size and use Bicubic or Bicubic Smoother but there are 3rd party versions which are better. Keep in mind that changing the size of something like that that is common *could have a performance impact. Edited March 14, 2016 by Descivii Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 15, 2016 Share Posted March 15, 2016 I could be very much wrong here, but my understanding was that the textures used UV maps which just scale to whatever resolution texture you have. So you simply use a higher resolution picture and save it as a .dds file, it should fit automatically to the existing mesh. Link to comment Share on other sites More sharing options...
Gruffydd Posted March 16, 2016 Author Share Posted March 16, 2016 That's it? Just scale up?I assumed they were using some kind of coordinate system to "snip out" the parts of the texture they were using in the mesh, so I figured scaling up would make it so that only part of the needed part of the texture showed. I'll give it a try. Thanks. Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 16, 2016 Share Posted March 16, 2016 Yeah I know, it sounds too simple to be true doesn't it. But all the sources I've seen say that it works by measuring the mesh out between 0 and 1 for a UV map so that it can be scaled to any size. Link to comment Share on other sites More sharing options...
Recommended Posts