2010-04-16, 10:53 AM
I tried a number of different scenarios and was able to remove 90% of the seam issues. I think maybe the artists begun with a concept of texture borders which were popular before hardware became able to wrap texture coordinates. The reason borders were important is because when the texture is filtered on the edge there are no neighbor texels to filter on one side for the edge pixels without a border.
It's possible Som is trying to use a texture border interface which is no longer supported by the drivers or hardware... but truthfully I'm not really sure what is going on. 90% sounds good but I actually think the more practical longterm approach is to cleanup the original MDL files (do the MDOs have this prob?) as soon as that is doable. I reckon whoever cares enough about their pet project to see that the monsters etc are all top notch will be the first to take a crack at that.
Any kind of fix will probably break repeating textures (assuming they work in game) more or less so I don't want to do that.
That said I can still probably add a setting to Ex for an immediate overall improvement at some point.
EDITED: Btw, I don't recommend Photoshopping the textures. Really it's the texture mapping (uv components) that require adjusting.
It's possible Som is trying to use a texture border interface which is no longer supported by the drivers or hardware... but truthfully I'm not really sure what is going on. 90% sounds good but I actually think the more practical longterm approach is to cleanup the original MDL files (do the MDOs have this prob?) as soon as that is doable. I reckon whoever cares enough about their pet project to see that the monsters etc are all top notch will be the first to take a crack at that.
Any kind of fix will probably break repeating textures (assuming they work in game) more or less so I don't want to do that.
That said I can still probably add a setting to Ex for an immediate overall improvement at some point.
EDITED: Btw, I don't recommend Photoshopping the textures. Really it's the texture mapping (uv components) that require adjusting.