Posted 13 years ago2011-03-04 14:44:06 UTCPost #291101
Goldsrc does weird things with textures that don't match certain dimensions. If the width or height isn't a square of 2 (2, 4, 8, 16, and so on) the texture gets mutilated. So in this case, 96 isn't a square of 2. I bet it will look a lot sharper is you resize it to be 64x64 or 128x128.
Posted 13 years ago2011-03-04 16:29:03 UTCPost #291104
Yeah, I don't think the 96x96 is going to work out for you.
And somewhat larger textures will scale "down" alot better than smaller textures being scaled up. Anytime I want something to look crisp, and contrasted I just make the texture a little bigger than I need it to be, i.e., one size up.
Take it to 128x128 and maybe crisp the contrast just a little in your favorite editor and re-try it. I bet you have better results.
Posted 13 years ago2011-03-04 16:37:47 UTCPost #291106
I have no idea why this would happen. I mean, whenever my textures look bad, it's my fault. If you already tried redrawing mip maps, then I wouldn't know what to suggest. So yeah this is a useless post.
Posted 13 years ago2011-03-04 17:10:58 UTCPost #291107
It looks like it blurred it, much like how things are when saved as a .bmp. Sometimes it's hard to notice unless enlarged much like the picture you showed. Much like if you make a small pixel smiley face on paint and save it, when you look at it, it's pretty blurred.
Posted 13 years ago2011-03-04 17:27:00 UTCPost #291108
The blurring you get from Paint is something totally different, Dimbark. That blurring is actually the image being compressed to take up less space on the hard drive. Not compressed in pixel dimensions, but compressed in more complex ways. The blurs are called compression artifacts.
The blurs here are from an actually smaller image being resized to fit the object it's applied to.
Edit: or maybe that's not what you were talking about.
Posted 13 years ago2011-03-04 17:46:54 UTCPost #291109
Soup Miner is right about GoldSrc. But there is a little trick to fix this without changing the size of the actual texture. I use it very often. You just need to make a bigger texture of correct dimensions and then place the original smaller texture with wrong dimensions inside it. There you go:
Posted 13 years ago2011-03-04 18:05:20 UTCPost #291110
There's actually a way to prevent it without modifying texture sizes. It's a concept similar to how Software mode works. I remember there being a console command for it, but I forget. and NO it is not r_detailtextures.
SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-03-04 18:53:21 UTCPost #291118
That would be revolutionary because a lot of default textures have this problem. And if somehow it would be possible to attach that command to a map so all the players would see it correct.