Author Topic: High Res Texture Pack  (Read 18991 times)

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for any other questions, i refer to the wiki. the welcome mesage is not in place here, but that tag is easier then looking up the link

[wiki]....[/wiki]
just another newbie without any modding, FREDding or real programming experience

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Offline karajorma

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Or click on my FAQ. Both my Directory Structure page and GE's VPView tutorial have instructions on how to use it.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline KARMA

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http://www.descent-network.com/cgi-bin/descman.cgi?module=vpview
download this one and browse inside the *.vp archive, select a file and extract it.
that's it
« Last Edit: April 25, 2004, 11:00:36 am by 433 »

 

Offline Flipside

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SD, if you want to, would you be able to make a shot at a high detail version of the one I posted (Page 3)? Then I can do some in-game shots with the Orion and show how it looks?

I'm interested to see what people have in mind for these :D

 

Offline DaBrain

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And will it be uber maps  (1024x1024, 2048x2048) ?

Or more moderate ones, which can be used by more people ?
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if you make them very large, you can always scale them down.

i think we proved that scaling up isn't an easy option.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline KARMA

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btw personally I think that any texture redrawing shouldn't come alone, but should instead depend by the models.
I mean that if I'll make an high poly model of, say, the Deimos, I'll not use the same textures, or if I'll use them I'll change the way they're used.
This means that, in my example, if you redraw the deimos' textures, it could be a waste.
This, assuming that someone will remake the Deimos model of course....which should be nonetheless necessary since she suck as she is and will continue to suck even with high res textures;)
you should stick to the models already done, like for example the mjolnir, or at least the herc or the fenris, althought those two already use high res textures so it isn't that necessary for them
« Last Edit: April 25, 2004, 11:04:13 am by 433 »

 

Offline Turambar

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Offline Flipside

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If your card isn't capable of 2048 x 2048 maps, then you really need to upgrade your card, their hasn't been one in production that can't handle that resolution for a fair while. Even old low-spec ATI cards can handle 1024 x 1024 :)
I agree that common sense is required, but I agree with Kasperl, I'd rather scale down some huge texture than try to scale up some tiny ones :)

Also, if they are stored as DDS, they won't take up much room in memory, and should (hopefully) be more compatible with DDS' compression technique than Nebula etc.

 

Offline DaBrain

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Quote
Originally posted by Flipside
If your card isn't capable of 2048 x 2048 maps, then you really need to upgrade your card, their hasn't been one in production that can't handle that resolution for a fair while. Even old low-spec ATI cards can handle 1024 x 1024 :)
I agree that common sense is required, but I agree with Kasperl, I'd rather scale down some huge texture than try to scale up some tiny ones :)

 


There is no doubt about that. I ment the size they will be released with.
« Last Edit: April 25, 2004, 11:10:53 am by 1688 »
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline KARMA

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also, don't waste colour depth, I mean that, talking about game models' textures, you will not need very often 24 bits instead of 8 bits, greater size and more details are many times more important than colour depth in bumping the quality of textures

 

Offline Flipside

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Well, we would probably just follow Volitions example there and release two packs, one with a max size of, say, 1024 x 1024 and one with a max size of 512 x 512 with everything scaled down appropriately. That way we can accomodate as wide a variety of users as possible.

It might even be worth considering a mix and match of various peoples work, yours, Lightspeeds and ShadowDrakkens if he's willing and other peoples stuff as well to form the final set, but we will wait and see what happens, right now, I'm pretty depressed at the rate this thread is driving off willing helpers :(

16 Bit texture depth may be a good idea for ship textures actually, since the lighting will be rendered onto it in 32 Bit anyway.

 

Offline Fineus

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Meh, why not stop discussing things for now and just go out there and try a few things out, get the ball rolling and see how things can be improved? As much as I know nothnig about texture creation - I do know that nothing will be done by talking. Even if you're not sure people will like what you do - at least try it out and see where it can lead.

 

Offline Unknown Target

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Kal, do you have the old stuff for the Freespace: Reborn project? Those were how the textures should be done. Maybe you could locate the Ursa pic?

 

Offline Fineus

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The old stuff? Whatcha mean?

 

Offline Lightspeed

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Quote
Originally posted by Flipside
It might even be worth considering a mix and match of various peoples work, yours, Lightspeeds and ShadowDrakkens if he's willing and other peoples stuff as well to form the final set, but we will wait and see what happens, right now, I'm pretty depressed at the rate this thread is driving off willing helpers :(
 


Oh, I'm cooking something up - just not sure when it'll be finished as I didnt have any time this weekend :)
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Offline Flipside

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That's good news :) I'm pretty sure that this project, if it gets off the ground properly, more than any so far, is going to need as much help from as many people as possible. As I say, if we mix and match between the best of everyones, we might see something pretty impressive emerging :D

Looking forward to seeing what you come up with when you have the time :D

I might even have a crack at one myself at some point, though I'm not sure how my efforts from scratch will match up to others, but hey, I'll give it a go :) I'm assuming the best idea would be to keep an enlarged version of the original texture in the base layer, and reconstruct using that as a basic guide?

 

Offline Unknown Target

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Quote
Originally posted by Kalfireth
The old stuff? Whatcha mean?



Well it was a couple years ago.

 

Offline Setekh

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Freespace Reborn? Wazzat? :)
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Offline Fineus

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My mind.. it burns. I really can't remember what it was about though it must have existed (I can't be senile at 19 can I?).