I've tried everything: SetMaterial, SetTexture, DImage, etc.
No matter what, the textures that come up on my GUI is always very bad quality if a player has their "Texture quality" setting on medium or low. I find that in things like the spawn menu, or ItemForge, textures are used fine without any compression, always top quality.
My VMT looks like this, same as ItemForge has it. I've also tried using exactly the Silkicon VMTs (with basetexture changed of course)
[code]
"UnlitGeneric"
{
"$basetexture" "gui/silkicons/server"
"$vertexalpha" 1
"$vertexcolor" 1
"$nolod" 1
}
[/code]
Does anybody have any idea why my images just aren't coming up full quality? I know it's not the images themselves because when my texture quality is set on "Very High" they look pretty nice. If my texture quality is on "low", however, they look like crap while itemforge and spawnmenu looks fine.
This is from ItemForge:
[lua]
function PANEL:Paint()
local x=self.IconX;
local y=self.IconY;
surface.SetDrawColor(255,255,255,255);
if self.Held && self.MouseOver then
--Nudge icon a little bit if held
x=x+1;
y=y+1;
surface.SetMaterial(self.PressedMat);
surface.DrawTexturedRect(0,0,self:GetWide(),self:GetTall());
else
surface.SetMaterial(self.ReleasedMat);
surface.DrawTexturedRect(0,0,self:GetWide(),self:GetTall());
end
if self.Icon then
surface.SetMaterial(self.Icon);
surface.DrawTexturedRect(x,y,self:GetWide(),self:GetTall());
end
return true;
end
[/lua]
To clarify what I've tried:
Using a standard DImage:
[lua]
hook.Add("InitPostEntity", "igb_drawServer", function()
local server = vgui.Create("DImage")
server:SetImage("gui/silkicons/server")
--server:SetImage("gui/silkicons/arrow_refresh")
server:SetSize(16,16)
server:SetPos(5,2)
end)
[/lua]
Using SetMaterial:
[lua]
function iGB.Draw()
--local tex = surface.GetTextureID("gui/silkicons/server")
local tex = Material("gui/silkicons/server")
surface.SetMaterial(tex)
surface.SetDrawColor(255,255,255,255)
surface.DrawTexturedRect(5, 2, 16, 16)
-- stuff
end
hook.Add("HUDPaint", "infGlobalBarHook", iGB.Draw)
[/lua]
And using SetTexture... All to the same result.
-snip- I'm an idiot
[QUOTE=Skapocalypse;18812674][url]http://www.facepunch.com/showthread.php?t=837270[/url][/QUOTE]
Thank you tons, but is there any way I can use VTFEdit to batch edit all my silk icons to fix the nomip nolod >_>
Wait what... My original images VTFs didn't have the nomip nolod... And I will now fix
I think my problem is as Azu pointed out.
Oh lol I thought I didn't read your post right, but I guess I did :P
I thought the problem would be you didn't check No level of detail for the .vtf
Try to make the texture look bigger.
[QUOTE=Game Zombie;18840632]I thought the problem would be you didn't check No level of detail for the .vtf[/QUOTE]
That was the problem.
So you checked "No mipmap" and "No Level of Detail" in VTFEdit right?
[img]http://img23.imageshack.us/img23/3076/vtfqualityexample2.jpg[/img]
[img]http://img23.imageshack.us/img23/1064/vtfqualityexample.jpg[/img]
[code]
"UnlitGeneric"
{
"$basetexture" "path/to/texture"
"$vertexalpha" 1
"$vertexcolor" 1
"$nolod" 1
}
[/code]
Do those settings exactly and you'll have the highest quality VTF no matter what setting of Texture Quality the client has.
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