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 Post subject: alignment impossibility...
PostPosted: Wed Jun 14, 2000 10:58 am 
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<center><IMG SRC="http://www.geocities.com/mnmobeone/ccbase.jpg" border=0></center>

I have tried over and over again to get this texture to line up seamless in MTM2. What should happen is that it is cut into 9 textures, which form the square, which can be copied and pasted for the base texture of my track. No matter what I do, it will not line up seamlessly. It lines up perfectly in PSP, but refuses to do the same in MTM2.

I posted this because I really need this texture to line up, and if anyone would like to have a go at it, please do so. If you do get it to work, PLEASE post the procedure you used to get it to line up in MTM2. If you do get it to work, I will be amazed, as I have tried seemingly every trick in the book to get around the 2 pixel overlap, yet nothing works.

Also, once you have the 3x3 square in traxx, just copy it and paste it next to each other. You do not need to rotate the texture at all. If you want, you can test this in psp.

I don't think it's possible...

-ObeOne


[This message has been edited by ObeOne (edited 14-06-2000).]


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 Post subject:
PostPosted: Wed Jun 14, 2000 11:46 am 
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Joined: Wed May 10, 2000 2:01 pm
Posts: 34
Ok did you try manually making each 64x64 texture? By that I mean in PSP canvasing the size and cutting each 64x64 sqaure out of the texture.

I tried it real quick and it seemed to be pretty good. Also if you want to get around the 2 pixel overlap of MTM then it would be easier to do it this way. That way all you have to do is instead of making it 64x64 when you canvas it make 62x62 and add the 2 pixel ring on the outside.

That is the way I made the some corner textures of mine once. They actually came out pretty good.


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 Post subject:
PostPosted: Wed Jun 14, 2000 11:50 am 
try resizing it to 184x184 and make sure the check box for mtm2 overlap is checked. Should work.


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 Post subject:
PostPosted: Wed Jun 14, 2000 12:01 pm 
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Reo.... whatcha meen by canvasing?

Phin.... tried that.... got the worst results out of all my attempts lol

-ObeOne


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 Post subject:
PostPosted: Wed Jun 14, 2000 12:15 pm 
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Ok Reo... figured it out... didn't work.

-ObeOne


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 Post subject:
PostPosted: Wed Jun 14, 2000 12:17 pm 
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Also, if it helps at all, the very edges of the textures need to be kept intact i think. can't have anything chopped off.

-ObeOne


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 Post subject:
PostPosted: Wed Jun 14, 2000 12:18 pm 
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Here's how it tiles in psp:

<IMG SRC="http://www.geocities.com/mnmobeone/ccbase.jpg" border=0><IMG SRC="http://www.geocities.com/mnmobeone/ccbase.jpg" border=0>
ImageImage

[This message has been edited by ObeOne (edited 14-06-2000).]


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 Post subject:
PostPosted: Wed Jun 14, 2000 2:55 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
I don't know, but it looks okay to me. What exactly are you looking for?

<center><table><tr align=center valign=center><td>your jpg</td><td>mine in traxx</td></tr><tr align=center valign=center><td><IMG SRC="http://www.geocities.com/mnmobeone/ccbase.jpg" border=0></td><td><IMG SRC="http://mtm2.com/~bbs/pg4obe.jpg" border=0></td></tr></table></center>


[This message has been edited by Phineus (edited 15-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 1:33 am 
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Yes.... one looks ok... but put that square of nine textures around your first one.... I want it to be my base texture. You no what I mean? Like how I have in the post above urs... with 4 tiling.

-ObeOne


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 Post subject:
PostPosted: Thu Jun 15, 2000 3:18 am 
easy company
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I had been thinking of a solution just yesterday on this same problem, i don't know if it will work because i haven't had the time to test it yet, and if anyone else has tried it fill me in and i won't waste my time..

1) chop your 192x192 into 9 equal 64x64's in psp.

2) hit shift-D to make duplicates of each new tile.

3) resize the 9 duplicates to 66x66.

4) copy and paste the origional 9 as new selections to the "center" of the duplicates.

5) resize the newly created 66x66's to 64x64, decrease the color to 256 8bit then paste into traxx.

my theory is if the tiles look perfect in psp then traxx is the culprit, and if it is accurate in chopping the 1 pixel from each of the four edges then this should work ???

another trick is to give the textures a gaussian blur at about 0.50 or more, this helps to a small degree when tiles aren't so seamless...

[edit] make that shift-D Image

[This message has been edited by Malibu350 (edited 15-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 4:14 am 
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Now i'm REALLY getting frustrated:

1)Malibu... nice try, but it didn'w work Image

2)I made a new 64x64 texture... Figured it would work better. Again, tiles beautifully in PSP, refuses to do so in the game. Arggghhhh!!! I've tried at least 5 different things to this no texture, and it still won't work! I think i'm gonna have to make a generic one Image.

edit: no = new

[This message has been edited by ObeOne (edited 15-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 5:36 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
<center>
<img SRC="http://mtm2.com/~bbs/pg5obe.jpg" >
</center>

Still looks alright to me.



[This message has been edited by Phineus (edited 15-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 7:05 am 
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Phin.... trust me it won't work lol... try it in game.

WinterKill... Yes, I noticed that... it's from all my resizing it and converting it to jpg.... I'll post a better one here, that doesn't have that problem... this one DOES tile perfectly in psp, and doesn't have those lines... still doesn't work.

<center>ImageImage
ImageImage


Image</center>

Try that one.... still won't work and it's perfect.


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 Post subject:
PostPosted: Thu Jun 15, 2000 7:17 am 
Glow Ball
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In the game you say?

Can't hardly notice a problem in an Overhead pic but in a close up shot , there sure is misalignment

I tend to agree with winterkill. The problem, for whatever reason, lies more with the source image than with traxx or the game. I'll try an experiment with your new graphic.


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 Post subject:
PostPosted: Thu Jun 15, 2000 7:27 am 
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I can still see it even in the overhead lol... It's also very noticible when you're driving. This new image is perfect, put I've still had no luck... I sure hope you guys have better luck than me =)

If it tiles perfectly in psp, I don't see why it would not be able to do the same in the game... The first jpg was a faulty one, I realize that, but the new one is perfect.

Thanks for your help guys =)


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 Post subject:
PostPosted: Thu Jun 15, 2000 8:24 am 
Glow Ball
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I don't want to be the bearer of bad news, but the second one is a bit worse than the first, I think. It wont even tile cleanly in psp.


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 Post subject:
PostPosted: Thu Jun 15, 2000 8:30 am 
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huh? It tiles in psp and on the message board... no lines =)


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 Post subject:
PostPosted: Thu Jun 15, 2000 9:04 am 
Glow Ball
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Look closely, no it don't =(


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 Post subject:
PostPosted: Thu Jun 15, 2000 9:16 am 
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I think we need another opinion on if it tiles or not, because I have zoomed in and it looks fine to me lol.

Anyway, I made a bit of a discovery. It could tell us why the textures, even my 64x64 texture, won't line up.

<center><IMG SRC="http://www.geocities.com/mnmobeone/txsx2.gif" border=0>

<IMG SRC="http://www.geocities.com/mnmobeone/txsx1.gif" border=0></center>

Look at the following pictures. I made a texture in psp, centered it, and sized it so that it would fit within the little lines in traxx's 'slicing' feature. I used white for a background to make the results clearly visible.

As you can see, my texture fits perfectly in the grid.

The lower picture shows the result. It's a bit puzzling if you ask me. Not only is there a white border around the texture I wanted, but there are parts of the brown texture in the other tiles. This doesn't make sense. I can understand how it could happen one way or the other, but both?!

Could this be why we can't get the textures to tile?

[This message has been edited by ObeOne (edited 15-06-2000).]


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 Post subject:
PostPosted: Thu Jun 15, 2000 10:13 am 
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Joined: Wed May 10, 2000 2:01 pm
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Ok Obe when I was building my textures for the corner I built one time I ran into the same thing as you are now...

I used the the canvas technique to build them and they lined up fine in traxx, but when you got them in the game they would not line up. So what I did was do exactly what I said in my other post. Shrunk them to 62x62 and used the outside 2 pixels to fill in the area that gets cut out by mtm.
I don't think the problem is in traxx but the way the game reads and places the textures.

[This message has been edited by REOSPEED (edited 15-06-2000).]


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