Author Topic: KARMA's fenris  (Read 25427 times)

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Offline JarC

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Quote
Originally posted by Raa Tor'h
Which is why the framerates are killed. If someone got bored and resized them, they's have a better gaming experience.
somehow I doubt that is going to work, for one thing UV goes out the window...just tried it, doesn't work...to get the desired size there's bound to be distortion...thus relative positions will change
« Last Edit: April 11, 2004, 02:08:53 pm by 106 »
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Offline KARMA

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no way, if you just scale the uv's will not be screwed, since they are relative and not absolute

 

Offline KARMA

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about the media vp, how many textures are we talking about?
because it is possible - I'm not sure - that you can create a batch operation in photoshop to scale automatically to a defined size.

assuming that these textures are squares, you could run that batch operation to all the textures together that will be scaled 512x512, then another batch operation to all the textures that need to be 1024x1024, etc.
It will work if they are not squares too.
The human attention will be spent then only in making the groups of textures, to scale manually the textures out of the groups, and to check the final result

 

Offline JarC

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forget it, the textures are not square, just resizing so at least  one of the sides is a multiple of 2, would still require the engine to rescale...(if it even does, coz again, UV is gone then) and when I tried resizing so both sides are multiples of 2 the UV was gone too...
« Last Edit: April 11, 2004, 02:15:01 pm by 106 »
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Offline KARMA

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no jarc, as said, the uvs are relative, and they are never screwed if you just scale a texture, proportionally or not.
It is like if you automatically scale the UVs whenever you scale the map.
Also, I'm not completely sure if the textures are always scaled to square, or if the sides are scaled only to make em of a size multiple of 2. We need a coder to tell us that

 

Offline JarC

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you must either not read correctly or something else, I tried just now, rescaling so both sides are multiple of 2 gives for me a complete screwed mapping, it looks completely wacked, besides that, it borked regular fs2...
« Last Edit: April 11, 2004, 03:00:15 pm by 106 »
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Offline StratComm

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How did you scale it?  Did you just add black or whatnot to the edges?  Because that will screw up mapping.  You have to scale the image, not just enlarge the canvas.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline JarC

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nope, did a complete resize, not just adding borders (Duh, I ain't that daft ;)), the result was a completely striped model in modelview and in FS2 it borks about missing textures and FS2_open just shows an invisible ship (textures placed in maps folder)

screenie


texture is bomber05-01a.pcx from mv_zpack.vp resized to 1024x1024
« Last Edit: April 18, 2004, 09:01:12 am by 106 »
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Offline StratComm

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That really shouldn't be happening, as the size and shape of the map has no bearing whatsoever on the UV coordinates.  I'd like to see both a screenshot and the resized offending texture if that's possible.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline StratComm

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I'll check into it.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline KARMA

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as I already said, scaling never had effect on uvmaps, the problem should be something different, which atm I can't say

 

Offline StratComm

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It works fine for me, although GIMP isn't as clean in its anti-aliasing when scaling as Photoshop is.  Make sure you're saving as the old 8-bit pcx, as the map already there is 8 bit.  That's a format issue, not a mapping one.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline AqueousShadow

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Well, I suppose I never got around to reporting this. It might be just me, but...

My FRED2O crashes every time I put the HP Fenris in mission. I have yet (yes, still to this day) to see the Fenris in action. The error message I get when FRED crashes after I ctrl+click to stick the Fenris complains about...Turrets. I think it's that the ship.tbl is messed up or something. I dunno...it's been hard for me to really get everything running smoothly, I suppose mostly because I have so many different MODs together at once...and it's not working like it should. So umm...anyone have any idea how to fix this? I believe I must tweak my ships.tbl somehow. I also haven't been able to find any missions to see the Fenris in. I think my techroom doesn't do a good job of showing it off.

Also, I'd appreciate it if someone were to tell me what I must do to have all my MODs running together smoothly (I guess I have to merge my tbls, but uhh..dunno what to do there). I haven't had much, if any, success with the Select Mod function in FSO. Thx

 

Offline JarC

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Quote
Originally posted by StratComm
It works fine for me, although GIMP isn't as clean in its anti-aliasing when scaling as Photoshop is.  Make sure you're saving as the old 8-bit pcx, as the map already there is 8 bit.  That's a format issue, not a mapping one.
it was 8 bit and still is 8 bit...and this should not be an issue with fs2_open...

@Karma:
resizing is an issue, it was said that resizing would work, but resizing means that the ratio changes, which causes displacement of detail, which ****s up the UV mapping...

FWIW, I just also tried rescaling so ratio did not change, still caused FS2 to bork about missing textures, and it and FS2_open still not showing a thing (and yes, texture is in maps folder)
« Last Edit: April 11, 2004, 04:28:45 pm by 106 »
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Offline KARMA

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as said uvs are relative, which mean relative to mapping size.
If you change ratio or scale or whatever of a map, the relative position of an uvmap always remain the same.
uvmaps are relative, and not absolute.
to cause displacement of details, you have to crop or add row of pixels or other similar operations
I admit that I'm not sure if I tryed to resize not proportionally in the past, but IIRC yes, many times ago, and everything worked fine, but as said I'm not sure.
What I'm saying is mostly from what I know about uvmaps, and as Stratcomm is saying, it's working fine for him, so..
Let me also say that a detail displacement should look different than what you have in the pics above

@stratcomm
there are issues with FREDopen and this model, you have to check page 2-3 of this thread to find a solution, thanks to Vasudan Admiral

@venom:
http://www.3dap.com/hlp/hosted/swfs2/wips/fenrisnouv.3ds
this is a non uvmapped version of the fenris, with all the submodels not merged, some minimal mesh differences in a couple of details and probably a cleaner model (I think that VA added some edges and changed some very minimal things to make it easyer to unwrap, he also reduced the depth of the windows under my suggestion), dunno if it could be useful to you
Just be careful if you want to make some deep modifications, cuz I spent a lot of time before having a stable version (no crashes, no flythrough)
« Last Edit: April 11, 2004, 05:08:29 pm by 433 »

 

Offline Nico

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Thanks, Karma.
JarC, test it ingame, modelview and fred won't show properly maps larger than 256*256. And I know resizing works fine, coz I've done it countless times.
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Offline Lightspeed

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Quote
Originally posted by Nico
And I know resizing works fine, coz I've done it countless times.


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Offline Taristin

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All of my maps are 2^... and all ships... except the ursa... run smoothly on a GF2
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Offline Bobboau

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Ursa has two maps on it incedentaly.
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Offline Taristin

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Yes. And? The fenris has 4, and it runs smoother.
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