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Picture of dangrig
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Hi all. I am trying to change the textures in a mtx in Stream Tunind Studio (I have the latest version), but when selecting the area with current texture, then dragging the new jpeg inside Stream Tuning over the current texture, the software tells me "unsupported file format", althought it's a jpeg also. Why would that happen? How can I easily change textures? Thanks.
 
Posts: 17 | Location: State College, PA, USA | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi dangrig,

It is possible to change textures in StreamTuningStudio, but it can't be done by drag-and-drop. You have to open Material/Image Viewer tool. This will split screen into 2 panes - top one will contain textures. There you can select texture you want to change, and use "Load" button on tool pane to load new texture file. Please post if that doesn't work for you.

-- Baga
 
Posts: 23 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of DavidR
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dangrig
you should also make sure the texture map's size is by the power of 2:

2x2 4x4 16x16 64x64 128x128 256x256 512x512 etc.

good luck
hth
DavidR
 
Posts: 308 | Location: Atlanta Georgia | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Well, power of two size is a good idea, but it does not have to be square - therefore if you planning to use texture which is 'about 50x100' in pixels - make it 64x128.
 
Posts: 23 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Forget power2 size: it works with every size you want!

If you want 50x100 do it with this size
 
Posts: 181 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of DavidR
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Baga and ibob are not exactly correct about the aspect ratio and whether or not a texture will be viewable.
When using Vector graphics the dummy texture and the Flash movie will be viewable if the aspect ratio is to the power of 2.
That's how I've read it and deployed it...otherwise it didn't seem to work.
Am I missing something?
Thanks
hth
DavidR

Using Vector Graphics, Chapter 4
 
Posts: 308 | Location: Atlanta Georgia | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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If I understand correctly, original question was about texture images, and not vector graphics. Yes, textures can be any size, but internally at some point they have to reside in a 2^N by 2^M buffer (rendering speed issue). So 50x100 texture will end up in a 64x128 buffer anyway. And 65x129 texture will be 128x256... Just have that in mind...

So, if you are using some existing image - do not modify it's size (stretching will create artifacts), just try to avoid sizes like 65 or 129. But if you are creating image yourself, having both sizes power of 2 will be more efficient.

Actually, it applies to vector graphics as well - dummy texture sizes power of 2 are more efficient.
 
Posts: 23 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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