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Texture and JAM editing for objects in GP2 tracks

Posted: Sun Jun 07, 2026 1:16 am
by samsepi0l
I am curious - are there best practices for JAM sizes when making textures for buildings? I notice that if I try and use the 'horizontal repeat' and 'vertical repeat' numbers in the gp2 track editing tools they don't look right many times if the JAM is not a size that is a power of 2. For example, if I want it to tile nicely on the side of a building it needs to be 32, 64, 128 wide. Also I notice there is a "nonstandard jam width" flag that you can check- but it gives really strange results sometimes. Like I notice sometimes that part of a wrong JAM will appear in the game, but it does not show up this way in the object editor?

Re: Texture and JAM editing for objects in GP2 tracks

Posted: Tue Jun 09, 2026 12:10 am
by rremedio
I know tiling textures with sizes that are powers of 2 is usually the prefered approach for many engines, even modern ones

Re: Texture and JAM editing for objects in GP2 tracks

Posted: Wed Jun 10, 2026 9:02 pm
by samsepi0l
Yeah it's funny I started doing this as a rule of thumb and now everything just looks better in all of my objects in gp2.

Thinking about it... ICR2 uses "MIP" files which are like the JAM equivalent in ICR2. Winmip (the tool to make MIP files from BMP) won't even let you convert to MIP unless it is a power of 2 (it gives an error) so I should have known better!