Having difficulty creating high resolution textures
Posted: Fri Feb 04, 2011 3:36 pm
Hey all. I'm not sure if I am extremely thick, but I am having a devil of a time coming to grips with how to create a high resolution texture. That is to say, I want to be able to have a very high quality terrain texture for output to a game engine.
I think part of my issue is the terminology used within L3DT. Some of the terms are similar to what I am used to, but I think that there are nuances that I am missing (as a native English speaker, I can't use an unfamiliarity with English as an excuse ). I think I would prefer to see more separation on some terms, such as the term 'Texture map': if this were to be called (or perhaps if I can force myself to think of it as) Terrain Texture map, it would be less confusing, because to me a texture map is what is used on a model or as a tile (i.e individual textures used to create the much larger terrain texture).
Basically, I want to use high resolution textures (well, what I consider high resolution: 4096 x 4096) and have these reflected on my terrain, so that the ground textures are as close to realistic as possible. To be clear, I don't expect to see individual blades of grass or a rock clearly, but I think a decent point of reference would be the resolution that one gets from high resolution satellite imagery: .6m. This would be an appropriate analogy, in my case, as that is what I am striving for: the ability to create textures (i.e the terrain) that I could use as a replacement (in some circumstances) or to help augments real-world satellite imagery (most cases). I would like to be able to use these L3DT created textures to replace areas of real satellite imagery where there are graphical issues, such as building footprints/shadows, vehicles on roads or parking lots, snowcover, etc.
The parameters of the map I am using are a HF of 1024 x 1024 and I wish to end up with a texture map that is 4096 x 4096px. I understand that I can create much larger texture maps (16384 x 16384, for example, and then downscale it to 4096 x 4096), but I am having trouble implementing the values to get anything usable. Part of this is due to the fact that it takes a LONG time to experiment with these large textures. If I use these large textures (16384x16384) and try to output a 32X terrain map, we are talking many hours, and perhaps a day to see the result(s). As a comparison (and it might be comparing apples to oranges), but if I use 1024x1024px terrain textures in the VBS2 game-engine (based on Armed Assault (ArmA)), the terrain textures are created (when compiling the terrain textures) in a matter of minutes.
Perhaps I am approaching this wrong, and would be better suited to using as small of a texture tile as possible. That is, small in size, but highly detailed. This approach is used (or more correctly I guess would be to say, was used) for web pages: take a small 2x2 texture and tile it repeatedly to fill the screen. Maybe I will try creating a small (lets say 256x256, so not tiny, but not 4096x4096) and see how this works. I know that the results (from past experience) aren't awesome when using a 4X TX/HF ratio (using a 1024HF and desiring a 4096X4096px heightfield), but perhaps will have to bite the bullet and try some larger ratios (8X, 16X, 32X) and see the results. Luckily I have more than one computer at my disposal, so a trying out a few different permutations won't tie up one computer.
I think once I get to grips with the large number of parameters involved (size of texture used, TX/HF scaling, desired output, 16x/32x/etc) and how these effect the outcome, I will be better suited to using L3DT more effectively (particularly when it comes to using/creating my own custom textures). I have also come up with a way to more quickly test my experimentation with ratios/sizes: a small test map, only 100m x 100m. Not much point in trying to run the texture generation over such a large area (4096m) when 100m will do (I want to maintain a certain sense of proportion, so any smaller might not cut it, although I will try it out).
I hope I am somewhat clear in my desire: the abilty to create as high of a resolution terrain texture, with the ultimate goal of importing it into a game engine.
Thanks for any insight that you guys can provide.
Allan
I think part of my issue is the terminology used within L3DT. Some of the terms are similar to what I am used to, but I think that there are nuances that I am missing (as a native English speaker, I can't use an unfamiliarity with English as an excuse ). I think I would prefer to see more separation on some terms, such as the term 'Texture map': if this were to be called (or perhaps if I can force myself to think of it as) Terrain Texture map, it would be less confusing, because to me a texture map is what is used on a model or as a tile (i.e individual textures used to create the much larger terrain texture).
Basically, I want to use high resolution textures (well, what I consider high resolution: 4096 x 4096) and have these reflected on my terrain, so that the ground textures are as close to realistic as possible. To be clear, I don't expect to see individual blades of grass or a rock clearly, but I think a decent point of reference would be the resolution that one gets from high resolution satellite imagery: .6m. This would be an appropriate analogy, in my case, as that is what I am striving for: the ability to create textures (i.e the terrain) that I could use as a replacement (in some circumstances) or to help augments real-world satellite imagery (most cases). I would like to be able to use these L3DT created textures to replace areas of real satellite imagery where there are graphical issues, such as building footprints/shadows, vehicles on roads or parking lots, snowcover, etc.
The parameters of the map I am using are a HF of 1024 x 1024 and I wish to end up with a texture map that is 4096 x 4096px. I understand that I can create much larger texture maps (16384 x 16384, for example, and then downscale it to 4096 x 4096), but I am having trouble implementing the values to get anything usable. Part of this is due to the fact that it takes a LONG time to experiment with these large textures. If I use these large textures (16384x16384) and try to output a 32X terrain map, we are talking many hours, and perhaps a day to see the result(s). As a comparison (and it might be comparing apples to oranges), but if I use 1024x1024px terrain textures in the VBS2 game-engine (based on Armed Assault (ArmA)), the terrain textures are created (when compiling the terrain textures) in a matter of minutes.
Perhaps I am approaching this wrong, and would be better suited to using as small of a texture tile as possible. That is, small in size, but highly detailed. This approach is used (or more correctly I guess would be to say, was used) for web pages: take a small 2x2 texture and tile it repeatedly to fill the screen. Maybe I will try creating a small (lets say 256x256, so not tiny, but not 4096x4096) and see how this works. I know that the results (from past experience) aren't awesome when using a 4X TX/HF ratio (using a 1024HF and desiring a 4096X4096px heightfield), but perhaps will have to bite the bullet and try some larger ratios (8X, 16X, 32X) and see the results. Luckily I have more than one computer at my disposal, so a trying out a few different permutations won't tie up one computer.
I think once I get to grips with the large number of parameters involved (size of texture used, TX/HF scaling, desired output, 16x/32x/etc) and how these effect the outcome, I will be better suited to using L3DT more effectively (particularly when it comes to using/creating my own custom textures). I have also come up with a way to more quickly test my experimentation with ratios/sizes: a small test map, only 100m x 100m. Not much point in trying to run the texture generation over such a large area (4096m) when 100m will do (I want to maintain a certain sense of proportion, so any smaller might not cut it, although I will try it out).
I hope I am somewhat clear in my desire: the abilty to create as high of a resolution terrain texture, with the ultimate goal of importing it into a game engine.
Thanks for any insight that you guys can provide.
Allan