VOGONS


First post, by Gambit37

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I'm trying to get some of Lara's textures right for TRX, and to do so I need to apply the 'texture correction' as described here:

http://www.glidos.net/retext.html?lang=en#correct

I was confused for a long time by step one, until I realised that you've missed out a few steps:

1) First, get a screen grab of the trapezoid within the game, as straight on as possible. For example, to correct Lara's chest, you need a grab of her facing forward as straight on camera as possible.

2) In your paint program, identify the trapzeium by making a selection around it using the Lasso tool. Fill this shape with a soild color.

3) Take your previously prepared rectangular texture (of Lara's chest for example), and transform it to match the trapezium.

You can then continue with your instructions, but I think you need to delete " Identify the area of the texture to be applied to the trapezoidal surface." as this confuses the issue. The texture in this case is one that's already been drawn as a rectangle (or indeed even a trapezium), so you don't need to 'identify the area' as the area is the whole texture.

Hope this makes sense.

Anyway, the rest of the instructions are spot on, and I've now managed to correct her kinky bottom and wonky breasts! 😉

Reply 1 of 5, by Glidos

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The instructions were intended for bits, like Lara's back, where TR maps a rectangular texture on to a trapezoidal part of Lara's model. In those cases, you actually want to find an appropriate texture that is the same trapezoidal shape as the part of Lara's model, and then transform it into a rectangal so that TR can use it.

Lara's chest must be a different case, perhaps with TR mapping a trapezoidal subpart of a texture onto a rectangular part of Lara. I hadn't considered that. Great, if you've found a way to handle it. Strange though: I thought Lara's chest was a direct rectangle mapped to rectangle.

Reply 2 of 5, by Glidos

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Ah, hang on. Are you using a screen capture as a starting point for designing your texture?

Reply 3 of 5, by Gambit37

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Eh? I think we're talking cross purposes.

Your sample *starts* with a trapezoidal shaped texture. But all my textures start as rectangles, cos I work directly on the rectangles captured by Glidos.

For your instructions to work with rectangular textures, one needs to know the size and shape of the trapezium that the texture will be mapped to. The only way to find that out is to grab a screenshot...

You've confused the hell out of me! 😉

Reply 4 of 5, by Gambit37

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This image should make it clearer:

trapezium.jpg

Reply 5 of 5, by Glidos

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Right! Got you. As you say my instructions start from the result of your first transformation. They were intended for someone capturing real-world images, where there's no need for your initial transformation. But, yes, if you start from images captured from Glidos, then the thing your starting from is skewed.

Anyway, your results show you are clearly doing the right thing.