Textures that wraps themselves.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Textures that wraps themselves.

Post by Hipshot »

Is there anything to do about textures that wraps like 1px in the edge, so that a part of the bottom is visible at the top? Should I 'preemptive-wrap' the texture by 1px but the other way or are there some shadervalue that can be used? This woulden't be a problem, but now the texture is being used in a _skyportal x300, and, it looks pretty bad since of the large scaling.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

As you suspected, you basically need to stretch the mapping out so there is one texel beyond each edge to stop the wrapping. Assuming you can use some sort of modelling program, converting the skyportal geometry to a model and fixing UV issues that way will be the best thing to do.

You'll probably want to make sure the shader doesn't allow mipmapping too.
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