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Post by gibi on Sept 4, 2021 16:07:18 GMT -5
Hi, I'm new to S4S (and sim modding in general), and I have a question about making images for walls. The instructions say to make walls that look correct at 256x768 (or 1024 or 1280 depending on height of wall) and then re-size them to have heights of 512, 512, and 1024 before importing to S4S. So far, I've made tests using images that were and weren't "squished," both with and without "autoresize image" checked, and I can't see the difference. Am I wrong about the instructions, or is this no longer necessary? Here's my test wall with autoresize checked: And a test wall without autoresize checked: My files are here (the .pngs and the .packages) Google Drive
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Post by qolygonal on Sept 5, 2021 0:10:37 GMT -5
You can't see the difference because all textures are the same size (256x512).
Why do you need to resize textures?
Short answer: that’s the way game engines work.
Long answer: google "power of two rule" or "power of two texture resolution".
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Post by gibi on Sept 6, 2021 0:36:11 GMT -5
But, the textures weren’t all the same size? Some I uploaded at 256x768, and some were 256x512. (The first and second panel in the first illustration were not the same size files.)
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Post by qolygonal on Sept 6, 2021 1:13:56 GMT -5
If you go to the Warehouse tab, you'll see that all your textures are the same size. You may not have disabled the Autiresize Textures checkbox. If you are a Mac user, read the latest posts in this thread.
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Post by gibi on Sept 6, 2021 8:14:27 GMT -5
That's interesting! Thanks for checking that for me. I'm on a Mac, and Apple Blossom doesn't seem to have that info available. (I checked the data and text screens, and they didn't show image size either.)
When I uploaded the images, I unchecked "autoresize" on the studio page, then uploaded them via the warehouse DST import. (On the "autoresize-off" package.)
I get why the game needs textures to be 512, 1024, etc. What I'm trying to understand is best practices for using S4S. It seems like, no matter what I do, S4S will resize the images for me? I read the thread you linked before posting, and the other user seemed to have the same results. And if that's the case, it seems like there's nothing to be gained by taking the extra step and resizing them down first.
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Post by qolygonal on Sept 7, 2021 3:32:07 GMT -5
I've searched the entire web, but I haven't found what the Warehouse looks like in the Apple Blossom version.
When you import a texture via the Studio tab with the Autoresize Textures option enabled, Studio will resize it to 256x512 or 256x1024 even if your texture was 16x16 or it's a mural wall. When you import via the Warehouse tab, this option is disabled. This helped another user from the topic. But do your textures resize anyway?
I don't really understand what your question is. Is there a difference between manually resizing the texture or letting Studio do it? No. These are the same actions.
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Post by gibi on Sept 7, 2021 10:14:40 GMT -5
To make sure I hadn't lost track while I was making all the various tests, I just re-imported a 768 image using Warehouse. (File here) Then I exported it to check, and the exported file was also 768. But when I look at it in game, it still looks the same as the 512. So the file that I import via Warehouse is 768, and when I export it back again via Warehouse it's 768. Is it possible that it's been resized during both the import and export process, and is 512 while in the package? That seems unlikely? But the other explanation seems to be that a 512 image looks the same as a 768 in game. Warehouse on Mac looks almost identical here except for the missing resolution info.
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Post by qolygonal on Sept 7, 2021 11:44:55 GMT -5
Everything is as it should be. The first texture is really 768 high and the second is 512. The differences are barely noticeable. | | 768 | 512 |
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Post by gibi on Sept 7, 2021 14:55:10 GMT -5
Thank you! I really appreciate your help.
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