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Tile Mesh/Texture Seams


Rustle32

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I'm working on some custom textures, but I'm seeing a little problem when viewing one of them in game. Seam lines

 

Still experimenting, but this is what I did. I make a large image in Photoshop, then subdivided it into 12 sections. Each of these sections I saved as a separate DDS image file using the default settings. Then I took a copy of the Windhelm Floor docks NIF and using nifscope, replaced the texture and all 12 as separate files. In the CK I copied the whintdockfloormid01 object, renamed and replaced the NIF link 12 times and removing the normals texture. The floor pieces assembled together in the CK, added a light and saved. Testing out the set in game shows seams between each floor tile.

 

Is there a way to do this to prevent the seams from showing? Besides making a single huge floor tile? I plan on adding a normals map once I have the texture dialed in.

 

Below is an example screenshot.

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This questions comes out spontaneously: why cant you use a single wide tile?

 

It would be a pretty large tile, with a very large texture. This is for a floor map which is 3 x 4 normal floor tiles in size. If a huge tile won't cause resource and lag problems, then I guess I will make one. I was trying to keep to the standard tile size in the CK.

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How big is the texture when you make it one texture?

 

The size of the tile is irrelevant. The tile should be made of only 2 tris, pretty much the least resource intensive model you could have other than a triangle. The only problem becomes pixilation of the texture on a big mesh.

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The texture would need to cover a floor area about the size of the floor in Warmaiden's, maybe a little larger. 12 small floor tiles in size. Low rez would be 4096 x 3072. Double rez is 8192 wide and high rez 4x is 16,384 x 12288. Not using an alpha since it is a floor texture, but there will be a normals map file.

 

Below is a screenshot with Belethor placed for scale reference.

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as far as i know 4096 is the limit for textures. I might be wrong but that is what i remember reading. The problem i see is that the texture is not square and so you would need to make your own floor tile in blender or 3ds max. I know there have been problems with creating building meshes because of collisions. But i also saw somewhere that someone was maybe able to fix the problem. you would need to do some google-fu to find that info.

 

The other question is how did you split up the texture. It might be that when splitting it up you got some weird things happening with the boarders. I would suggest using a program like photoshop (you can get a 30 day trial) where you can use the slice tool which is usually used for web design and slice it up that way because it keeps the original intact and just saves each slice separately.

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