Rope bridge texture => halation around edges >.<

Post » Wed Dec 07, 2011 7:50 am

I am trying to remake the texture of the edges of the rope bridges ('Tx_bridgeropes').
http://img87.imageshack.us/img87/9448/mgescreenshot2.jpg

But I encounter a problem: Photoshop is obstinated has to put a progressive contour on the edges of my texture, and thus ingame I have a halation around the edges of my texture. :facepalm:
http://img253.imageshack.us/img253/8509/mgescreenshot1.jpg
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jessica Villacis
 
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Post » Tue Dec 06, 2011 8:29 pm

I am trying to remake the texture of the edges of the rope bridges ('Tx_bridgeropes').
http://img87.imageshack.us/img87/9448/mgescreenshot2.jpg

But I encounter a problem: Photoshop is obstinated has to put a progressive contour on the edges of my texture, and thus ingame I have a halation around the edges of my texture. :facepalm:
http://img253.imageshack.us/img253/8509/mgescreenshot1.jpg


So you are saying you can see the halation effect in photoshop?
Does it do that if you have morowinds AA turned off?
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Lizbeth Ruiz
 
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Post » Wed Dec 07, 2011 1:27 am

In Photoshop I can see the halation around the edges of the texture.
It's because when I delete a part of the texture in Photoshop, it uses automatically the 'Soft edge' function >.<' .

Whereas me I want clean edges, without softenings.

And so it's not related to the AA.
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Bigze Stacks
 
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Post » Wed Dec 07, 2011 11:36 am

In Photoshop I can see the halation around the edges of the texture.
It's because when I delete a part of the texture in Photoshop, it uses automatically the 'Soft edge' function >.<' .

Whereas me I want clean edges, without softenings.

And so it's not related to the AA.


Perhaps this is a stupid question, but did you uncheck anti-aliasing when you made the selection? (anti-aliasing == soft edge)
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Dewayne Quattlebaum
 
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Post » Wed Dec 07, 2011 6:30 am

How exactly are you selecting the areas to be transparent? If you're just using the magic wand tool to select an area, try increasing the tolerance so that it gets the stuff where your texture bleeds into your blank space. You can also right click and select Grow on your selected area to grow it by a few pixels, hopefully eliminating some of the effect. The best way however would be to paint the area out by hand.

In the future, when you're making a new texture to be transparent, it helps to make the background a color similar to that of the main texture so that the borders are not as visible if they are present. This is done most easily by duplicating the texture layer, applying a light guasian blur, and putting it below the texture proper. This way the halo is the same relative color as the texture, and therefore not as noticeable.

Hope that helps :)
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Maeva
 
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Post » Wed Dec 07, 2011 11:52 am

Thank your for your advices! :twirl:

I use CTRL+Clic on the alpha channel of the texture and I delete some parts of the texture.
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Marlo Stanfield
 
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Post » Tue Dec 06, 2011 11:12 pm

What you're seeing isn't "halation", it's simply bad matting. The transparent area are fading into a matte color before becoming fully transparent, leading to ugly edges.

What Lady Nerevar said should fix most of your issues, although there's an alpha-related fix as well. I don't remember the details, but if you look at various articles on alpha and matte colors, you'll probably find some info. Supposedly, using premultiplied alpha in DirectX is a very simple and effective fix, but MW (and most other engines) force post-multiplied alpha, which is the source of this issue.
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Andrew Tarango
 
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