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All Discussions > Help > Topic Details
Rupert 11 Aug, 2018 @ 7:25am
Strange Texture Bleeding Effect (Blender - HL2)
I have been creating some low poly assets for a map I am working on. When I export the models from Blender and open them up in Hammer I get this strange bleeding effect on the textures of the model. They are especially prominent across the edges of my model.

Example of the bleeding effect
https://imgur.com/4u3qlls

Blender UV Map
https://imgur.com/a/EZbRMYg

Low Poly Texture I am using
https://imgur.com/PBDQkLx

Blender Materials
https://imgur.com/a/IYjcrpU

Blender Textures
https://imgur.com/a/gC9bUpn

.qc file config
$modelname "props_lowpoly\RK_LowPoly_Wood_Door_01.mdl"
$cdmaterials "models\props_lowpoly"

$texturegroup "skinfamilies"
{
{ "RK_LowPoly_Wood_01" }
{ "RK_LowPoly_Wood_02" }
{ "RK_LowPoly_Wood_03" }
{ "RK_LowPoly_Wood_04" }
}

$scale 100.0
$surfaceprop "Wood_Furniture"

$StaticProp

$bodyGroup "Body" {
studio "RK_LowPoly_Wood_Door_01.smd"
}

$Sequence "idle" {
"anims\idle.smd"
fadein 0.2
fadeout 0.2
fps 1
}

$CollisionModel "RK_LowPoly_Wood_Door_01_phys.smd" {
$mass 100
$inertia 1
$damping 0
$rotdamping 0
$concave

}

$KeyValues
{
"prop_data"
{
"base" "Wooden.Large"
"health" "0"
"allowstatic" "1"
}
}
Last edited by Rupert; 11 Aug, 2018 @ 7:28am
Originally posted by Zappy:
Originally posted by Rupert:
Point Sample flag is unchecked and it says in the info that the VTF has 10 Mipmaps -Image-
Then I suggest converting the image to VTF again, this time without generating any mip-maps, followed by enabling the "Point Sample" flag.

Mip-maps do more harm than good to "palette" textures (they stretch the image to a smaller resolution to allow texture quality to be lowered from distances or with low-quality settings, which is fine for "textured" textures but really bad for "palette" textures), and the "Point Sample" texture flag disables texture filtering (for example, with "Point Sample" disabled, a red pixel will smoothly fade to a blue pixel beside it, but with "Point Sample" enabled, the entire pixel of the texture will be fully red without any sort of fading into the blue pixel beside it).
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Showing 1-6 of 6 comments
Zappy 11 Aug, 2018 @ 7:40am 
Do you have the "Point Sample" flag of the VTF enabled, and have you made sure that the VTF does not have any mip-maps?
Rupert 11 Aug, 2018 @ 7:42am 
Originally posted by Zappy:
Do you have the "Point Sample" flag of the VTF enabled, and have you made sure that the VTF does not have any mip-maps?
Point Sample flag is unchecked and it says in the info that the VTF has 10 Mipmaps
https://imgur.com/a/Qixzi7d
Last edited by Rupert; 11 Aug, 2018 @ 7:47am
The author of this thread has indicated that this post answers the original topic.
Zappy 11 Aug, 2018 @ 7:57am 
Originally posted by Rupert:
Point Sample flag is unchecked and it says in the info that the VTF has 10 Mipmaps -Image-
Then I suggest converting the image to VTF again, this time without generating any mip-maps, followed by enabling the "Point Sample" flag.

Mip-maps do more harm than good to "palette" textures (they stretch the image to a smaller resolution to allow texture quality to be lowered from distances or with low-quality settings, which is fine for "textured" textures but really bad for "palette" textures), and the "Point Sample" texture flag disables texture filtering (for example, with "Point Sample" disabled, a red pixel will smoothly fade to a blue pixel beside it, but with "Point Sample" enabled, the entire pixel of the texture will be fully red without any sort of fading into the blue pixel beside it).
Rupert 11 Aug, 2018 @ 8:19am 
Originally posted by Zappy:
Originally posted by Rupert:
Point Sample flag is unchecked and it says in the info that the VTF has 10 Mipmaps -Image-
Then I suggest converting the image to VTF again, this time without generating any mip-maps, followed by enabling the "Point Sample" flag.

Mip-maps do more harm than good to "palette" textures (they stretch the image to a smaller resolution to allow texture quality to be lowered from distances or with low-quality settings, which is fine for "textured" textures but really bad for "palette" textures), and the "Point Sample" texture flag disables texture filtering (for example, with "Point Sample" disabled, a red pixel will smoothly fade to a blue pixel beside it, but with "Point Sample" enabled, the entire pixel of the texture will be fully red without any sort of fading into the blue pixel beside it).
Thanks for the response, I'll give that a try and come back to you with the results.

I also have a _mask texture as well so I can have reflective textures alongside the matt ones. Is there anything I need to know about that?
https://imgur.com/a/HhIFkpe

I've never been very good with the texturing aspect so thats why I resorted to low poly models
Zappy 11 Aug, 2018 @ 9:26am 
Originally posted by Rupert:
- I also have a _mask texture as well so I can have reflective textures alongside the matt ones. Is there anything I need to know about that? -Images-
That the same things apply. You should make sure that the masking VTF also has "Point Sample" enabled and doesn't have any mip-maps.
Rupert 11 Aug, 2018 @ 9:40am 
Originally posted by Zappy:
Originally posted by Rupert:
- I also have a _mask texture as well so I can have reflective textures alongside the matt ones. Is there anything I need to know about that? -Images-
That the same things apply. You should make sure that the masking VTF also has "Point Sample" enabled and doesn't have any mip-maps.
Problem is fixed now. You were correct about the Point Sample and Mip-maps.

There was also another problem which I didnt notice. It was due to the size of the texture when converted into a VTF

Thanks again for your help, I was about to give up with it :/
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Date Posted: 11 Aug, 2018 @ 7:25am
Posts: 6