Author Topic: too many maps, new format please  (Read 1774 times)

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Offline Nuke

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too many maps, new format please
the map system gets kinda confusing and everything. is there any way we can add support for a new texture format? that way we can use different channels for the maps. instead of using several indexed color maps, we could use a format with 6 channels, 5 bits a channel. rgb takes 15 bits, 5 for transparancy, 5 for specular maping, and 5 for glow mapping, taking 30 bits. we could then have 2 bitflags to play with. one could take the place of 0'255'0 (the green nodraw color), and another for say reflectance (mirroring). new converters would need to be created, but it could be usefull. i personally dont like being confined to 256 colors.

this texture format gives 25 shades of each color, 25 glow levels, 25 levels of transparency, 25 levels of reflectance, plus two bitflags. a photoshop pluggin could be written to save to the new format. i dont know if that works with freespace though.
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Offline Taristin

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too many maps, new format please
too complicated


-shine

and

-glow are good for me.
Freelance Modeler | Amateur Artist

 

Offline Flipside

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too many maps, new format please
Also, it already supports DirectX surfaces, which are more compact than PCX files and, I think, they support alpha layers, so you can include shine and glow in there? Not sure exactly how they work, but they are there :D

Flipside :D

 

Offline Taristin

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too many maps, new format please
Do you change your siggy every post?
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Offline Bobboau

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too many maps, new format please
were thinking about implementing a materials system that will alow you to set up the texture stageing you're sleves, useing any texture you like in any way, this means you could for example implement detail mapping, or do glow mapping or shine mapping in a diferent way.

perhaps I should think about useing ani as an alternate form of textureing, would want to give it a diferen't extention though, this would however make animation of textures imposable, but for the models you texture in this way I supose it would be a fare tade off
« Last Edit: August 24, 2003, 06:52:52 pm by 57 »
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DEUTERONOMY 22:11
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Offline Flipside

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too many maps, new format please
Quote
Originally posted by Raa Tor'h
Do you change your siggy every post?


You mean me? I've only ever changed it twice since 2001, I had a different one for about three weeks then changed it to this about a week ago :D Not that it helps any cos SectorGame is down till next month :(

As for the texture staging, sounds great, specially with bump/shine and glow mapping on large cruisers etc I'm not very up with GFX programming, but would each 'effect' take a texture stage, and so limit us to two usually?


Flipside :)

 

Offline Bobboau

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too many maps, new format please
the materials code I am thinking of would alow you to have some absurdly high (lets say ten) passes, each one with the maxmum of 8 texture stages (most  cards only alow two texture stages, but there are other things you can do), you would be givven acces to defuse and specular light, several options on UV coordanants (for example lighting, like I did in the cell shadeing, or environment mapping, maybe have scaleing options), and you would have acces to all operations, like adding, multiplying, ect..
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

  

Offline Fry_Day

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too many maps, new format please
Uh, Nuke, 5 bits = 2^5 shades = 32 shades. That's low precision for RGB. At least the current 256 colors map gives you 8-bits/channel.