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- Texture becomes blurry?
#1
14th Oct 2009 at 12:43 AM
Texture becomes blurry?
I've noticed that all of my objects are blurry when they are in game, but when I go in Create-A-Style mode, and change the color, it becomes all nice, clear and crisp, and once I hit the check button and am done with CAS, it becomes blurry again. Is there any way to fix this? I noticed it greatly with my christmas tree.Blurry in game:
Clean and sharp in CAS:
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#2
14th Oct 2009 at 1:32 AM
Posts: 291
Thanks: 11528 in 41 Posts
I had that issue for a deco object. It seems to mean that the mapping of the object isn't covering enough of the texture. It was for my giraffes, when looked at the mapping in Milkshape, they were all bunched in a corner of the texture, so I just rescaled them bigger. Of course, that particular texture was just a big grey rectangle, so that was easy...
I'm not sure how to proceed with an object that has a complicated texture like this one. Maybe make it bigger and remap over it ?
I'm not sure how to proceed with an object that has a complicated texture like this one. Maybe make it bigger and remap over it ?
Lab Assistant
#3
14th Oct 2009 at 1:52 AM
Last edited by i saw drones : 14th Oct 2009 at 2:36 AM.
Posts: 171
This happens to me ALL the time, even with EA meshes.
Edited to add - my game settings are on high for everything, and my graphics card (nvidia GTX 260) is tweaked to optimise it as well. It happens with some things and not others, very annoying but I've come to deal with it :P
Edited to add - my game settings are on high for everything, and my graphics card (nvidia GTX 260) is tweaked to optimise it as well. It happens with some things and not others, very annoying but I've come to deal with it :P
#4
14th Oct 2009 at 2:24 AM
Posts: 2,832
Thanks: 6613 in 20 Posts
That looks like you are seeing a different lod in-game. What are your options set at?
Or perhaps they are as high as the game allows for your graphics card.
If you like to say what you think, be sure you know which to do first.
Or perhaps they are as high as the game allows for your graphics card.
If you like to say what you think, be sure you know which to do first.
#5
14th Oct 2009 at 3:48 AM
Posts: 4,419
Thanks: 2483 in 21 Posts
But is a different lod related to a different texture file?(it was with the sims2....but i haven't seen those with sims 3)
All wat is messed up are the textures, especially parts that are created by alpha editing.
All wat is messed up are the textures, especially parts that are created by alpha editing.
#6
14th Oct 2009 at 4:01 AM
Posts: 2,832
Thanks: 6613 in 20 Posts
There is definitely a lot less detail on the tree... not just texture, but less faces. It must be a lower LOD. When I use low texture detail, I get everything in lower res.
The game uses DDS files for textures... these have mipmaps in them, so a smaller, less detailed version is in there.
If you like to say what you think, be sure you know which to do first.
The game uses DDS files for textures... these have mipmaps in them, so a smaller, less detailed version is in there.
If you like to say what you think, be sure you know which to do first.
#7
14th Oct 2009 at 11:10 AM
I'll have to check what my settings are later since I'm not on my of atm, but I believe my object detail is set to high. Also, I haven't edited the LODS yet, so this is the main mesh. And I get what you're saying. But wouldn't know how to fix it. Maybe I could clone an object with a bigger texture, because it seems to convert it to the original size.
#8
14th Oct 2009 at 11:17 AM
Posts: 683
Thanks: 59401 in 42 Posts
I get this problem every time I use a different size texture image than the original clone had. The game just doesn't like it. So I try to use a clone that has images of the size I need.
#9
14th Oct 2009 at 11:21 AM
Last edited by Base1980 : 14th Oct 2009 at 11:39 AM.
Posts: 4,419
Thanks: 2483 in 21 Posts
Quote: Originally posted by WesHowe
The game uses DDS files for textures... these have mipmaps in them, so a smaller, less detailed version is in there. |
Your right, i forgot allabout the mipmaps.
@ prince,
Fastest way to find out a bit more is to download a object from another creator.
If it displays correct, its in your package.(you didn't say you had the same problem with default objects?)
If its blurry its most likely your game(graphic card) settings.
And you might want to ask someone else to test your tree to make sure.
I had blurry textures once, i have a old slow computer and had manual set my nvidia card to performance instead of letting the 3d aplications decide.
that didn't work either.....
Lab Assistant
#10
18th Oct 2009 at 5:13 PM
Last edited by hisui_hana : 18th Oct 2009 at 10:14 PM.
Posts: 110
Thanks: 1179 in 8 Posts
I'm having the same problem. Looks bad in live mode, great in CAS. But I have added shine. If it's not considered Hijacking a thread can someone look at mine too and help out. Note: This painting is for the sister site, but they don't have any help threads. I get referred back to here. So, everything is included in the .rar file and not uploaded seperately.
Edit-Fixed shine problem.
Edit-Fixed shine problem.
Attached files:
hisui_hana_CoupleSeriesI_Paintings.rar (888.4 KB, 11 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- hisui_hana_BangerCoupleSeriesI_Paintings.package 733939 571045 77% 17-10-09 15:07 .....A. 44937BA0 m3e 2.9 CoupleSeriesI2Map.bmp 132150 3333 2% 17-10-09 11:48 .....A. B57DDBCF m3c 2.9 CoupleSeriesI2Map.obj 34160 5904 17% 17-10-09 11:48 .....A. 38626AA6 m3b 2.9 CoupleSeries1-CAS.jpg 187824 177079 94% 18-10-09 11:52 .....A. EB3D8F68 m3c 2.9 CoupleSeries1-Live mode.jpg 164906 152001 92% 18-10-09 11:50 .....A. 7C5DA4E7 m3c 2.9 ------------------------------------------------------------------------------- 5 1252979 909362 72% |
#11
24th Oct 2009 at 2:24 AM
Changing the texture size in the mtlsrc
I changed the mask height in the mtlsrc file to same size as the sims 2 mesh I converted and it worked okay the image wasn't blurry at all.MaskWidth 2 1 00000080
MaskHeight 2 1 00000100
I changed the texture from 128 x 512 to 128 x 256
I just changed the maskheight from 2 1 00000200 to 2 1 00000100
Find the size you want from another mesh mtlsrc and copy and paste it into the blocks indicated by the object tool that you need to change. Well it worked for me anyway. The only problem I'm having is getting the black not to show through on my alpha. So if anyone can tell me how to do it I'd be grateful. I've done the desk tut 50 times in photoshop and it either comes out completely black or how it is in this pic.
If at first you don't succeed, try and try again.
Thanks
Ange
#12
24th Oct 2009 at 2:38 AM
Posts: 2,832
Thanks: 6613 in 20 Posts
Ah... nice work, a good discovery.
While I can make tools that can list and change the values in the materials, I don't know what they all mean... I didn't get a modder's manual here, seems they are all out-of-print.
If you like to say what you think, be sure you know which to do first.
While I can make tools that can list and change the values in the materials, I don't know what they all mean... I didn't get a modder's manual here, seems they are all out-of-print.
If you like to say what you think, be sure you know which to do first.
#13
24th Oct 2009 at 2:57 AM
Posts: 683
Thanks: 59401 in 42 Posts
Quote: Originally posted by angieb
The only problem I'm having is getting the black not to show through on my alpha. |
I had that problem before. I solved it by changing this value in the mtlsrc:
AlphaMask Threshold.
When it was 0, I could not get transparency to work.
This line is from the mtlsrc of a plant (with transparency around the leaves):
Code:
AlphaMaskThreshold 1 1 205.000000000000
Lab Assistant
#14
24th Oct 2009 at 10:20 AM
Posts: 120
Thanks: 18103 in 13 Posts
looking at patterns in create-a-style
Am I too late to talk about the blurry texture thing?Not to rehijack a thread or anything, but I've also noticed that patterns and textures show much better in CASt than in live or build/buy mode. It happens even using EA patterns on EA meshes, so it's not a custom content problem.
It's not just the patterns, either, the non-recolorable textures are like that too-- the picture part of the paintings are less pixelated and compressed in CASt even though what you're recoloring is the frame. With custom objects and patterns, I can tell that what I see in CASt looks pretty much the same as what I see when I look at my dds in photoshop or S3PE or in the pattern packager, but then it seems like the game gives them one more nasty hard crunch when I close CASt. I've learned not to preview patterns that way.
I have all my graphic settings on high, and I think my system is reasonably adequate, so I've been assuming that it was just part of the game rendering system and that it was the same for everyone. I'd love to hear if there's anyone it isn't true for, because I'd adore it if it was something I could actualy change...
#15
24th Oct 2009 at 10:58 AM
Posts: 229
Thanks: 9865 in 24 Posts
I wrote something about blurred textures here (post #11). Perhaps that also helps for your problem.
#16
24th Oct 2009 at 2:56 PM
Well it seems that i have the same problem....
I converted a sims 2 paintind and here's the difference..
Normal Mode
CAST Mode
How can we fix this...?
I tried Killc*a's method but didnt worked for me...
I converted a sims 2 paintind and here's the difference..
Normal Mode
CAST Mode
How can we fix this...?
I tried Killc*a's method but didnt worked for me...
Inventor
#17
24th Oct 2009 at 3:07 PM
Did you changed all the lines? Did you used Notepad not Wordpad to edit?
#18
24th Oct 2009 at 3:14 PM
Yes i used Notepad to edit the files...
The two lines were 100 and i changed them to 200 the other two were already 200 so i didnt changed them...
Should i change them too to 300 or something?
The two lines were 100 and i changed them to 200 the other two were already 200 so i didnt changed them...
Should i change them too to 300 or something?
#19
24th Oct 2009 at 5:19 PM
Posts: 2,832
Thanks: 6613 in 20 Posts
I think that the issues with detail in the game versus detail in CAST mode is related to the capability of the graphics adapter, as analyzed by the game.
Since there are limits on how much graphic RAM is in each different card, when you are using CAST animations any effects stop for all the other objects, while they are displayed, they require no special processing to display. So there is spare overhead, and CAST uses it to display that single object in high detail.
When you are in game play, it requires more memory to keep all of the animations and effects storeed and active for a whole roomful of objects. When graphics power is limited, that is one place where the game "cuts back".
I don't see any of that detail reduction here, unless I lower the slider (in options), but I am running with a GeForce 9600 that has 512 Megs of video RAM. Not a stellar card, but well above average.
If you like to say what you think, be sure you know which to do first.
Since there are limits on how much graphic RAM is in each different card, when you are using CAST animations any effects stop for all the other objects, while they are displayed, they require no special processing to display. So there is spare overhead, and CAST uses it to display that single object in high detail.
When you are in game play, it requires more memory to keep all of the animations and effects storeed and active for a whole roomful of objects. When graphics power is limited, that is one place where the game "cuts back".
I don't see any of that detail reduction here, unless I lower the slider (in options), but I am running with a GeForce 9600 that has 512 Megs of video RAM. Not a stellar card, but well above average.
If you like to say what you think, be sure you know which to do first.
#20
24th Oct 2009 at 9:47 PM
Did you remap?
Hraklis948, did you remap it in milkshape? I only realised after I had mapped the curtains that I could change the width and height in the mtrlsrc so after I had changed the mask height and width I had re map them back again to the original sims 2 size.
If at first you don't succeed, try and try again.
Thanks
Ange
#21
25th Oct 2009 at 11:01 AM
Posts: 229
Thanks: 9865 in 24 Posts
Try to delete the compositorCache.package in Documents/Electronic Arts/The Sims 3/. The game stores some textures here. I needed to delete it before some textures showed up properly.
#22
25th Oct 2009 at 1:36 PM
Posts: 148
Final Texture Sizes in Mesh Material
This is not a graphic card issue but a mesh material setting. After the several textures are run through the texture compositor (which is performed in a size of 1024x1024) the final texture sizes are taken from the mesh material. Height and width size for the Diffuse and Specular (which need to be the same size, or the lower value is taken). Then the textures are saved into the compositorCache.package.The only way I know these values can be accessed is through the new TSR Workshop via the Materials Editor. However, these values are updated automatically whenever a new Multiplier with a certain size is imported. We decided to take the Multiplier as a base, because the pattern tiling in some cases might be simply too big and there's no logic reason, to save textures, which are over 1024x1024.
When you change into CAST, the complate is rendered real time at 1024x1024 with all single textures. That's why it's not blurry in that mode.
#23
25th Oct 2009 at 2:18 PM
teko: Do you mean the material definitions as in the MTNF chunk inside the GEOM file?
Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
#24
25th Oct 2009 at 2:42 PM
Posts: 148
GEOM materials don't have that final texture size included because they're all saved at 1024x1024. Talking about MLOD and MODL here. For the chunks you have to ask Johan or Pommes - no idea.
#25
25th Oct 2009 at 2:44 PM
Posts: 2,832
Thanks: 6613 in 20 Posts
Actually, Delphy, the exact same chunks are embedded in the MODL and MLOD mesh files, and are editable in the .mtlsrc files, which are decompilations of the MTNF files.
If you like to say what you think, be sure you know which to do first.
If you like to say what you think, be sure you know which to do first.
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