Author Topic: High Res Texture Pack  (Read 18931 times)

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Offline J3Vr6

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c'mon guys!! Whip them out, lets see whos is bigger!!!
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Offline Bobboau

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you know the 'added detail' I see in most of those could be acheaved via a detail texture in game, with far less video memory taken up.
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Offline Lightspeed

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Quote
Really, those textures look like they just had some filters run over them. I suck at texture manipulation in PS, and even I think that.
And if they're more than that, well, they should look like they're more than that, shouldn't they?


Quote
I agree with Unknown Target. To me both look like just filter jobs, no real work to them, and the brick pattern on both just looks horrible as a flat image, I can only imagine how they look in game

As I said before, I would be perfectly willing to redo all the original art in a larger size, from scratch, keeping the same designs so it just gained detail, if someone else is willing to coordinate the work. I imagine I could fix up a texture every day or two (at WORST one a week, but I doubt I'll get that far behind)


---

Quote
Posted by DaBrain
I'm starting to think that too.
LS you didn't even give a singe constructive advice (And that is the reason I opend this for).
You seem hate work that isn't done by yourself.
And this is not the first time you didn't post anything constructive...
And with your influence (You are somewhat known here), you not only make the people stop giving me positve feedback, but to stop them giving me any real feedback at all.
(Afterwards you steal my ideas and try to copy what I did.)
First you told me that even the idea is bad (without saying anything constructive), then you copied it, but you never admited that it's a good idea. Seems to be rather unfair.


Okay, I think i'd need to clarify myself a bit.

First, I do NOT hate work that isnt done by me (actually, i'm highly sceptical towards my own work too) - its just that i'm a goddamn perfectionist and lately we've had a lot of stuff done which simply is far from perfect. Now, if you think a while back we had Carl's impact effects, Bobboaus original trails, GE's FS1 shinemaps which were all high-quality jaw-dropping work. Heck, and of course we have Venom who doesnt stop to impress us with his texturing and modelling skills.

However, just running a few filters over an image (and its really NOTICEABLE you did that) is the wrong way to go. I can't give any constructive feedback, since the whole method of simply running it through a few filters will not work. You will not see any good difference in game, and the extra memory space will go away wasted. And it's not like you edited in any details, the armour plates are just as blurry as on the original resized textures - the contrast is even messed up and the whole thing simply looks like a 2 minute 'amateur' PS job. (UT and Shadow put it quite nicely, thats why I quoted their posts)

While I appreciate your efforts, I think they are the wrong way to go for Freespace. I wouldnt want FS2 to end up as a really cheap looking game like X². Freespace 2 is an amazing piece of work, and I have great interest that this will stay true for the future. And you certainly will not reach that level by using some 1 minute filter job.

When did I steal your ideas? As you quoted my post so nicely I stand by what I said, I was inspired by your explosion stuff, as I already said in your thread, I had expected the performance loss to be greatly stronger of effect, that's why I thought it was a bad idea at first. I still think it can be quite harsh but works fairly well on modern systems. I then noticed there's some things that are not quite to my liking in your release, but that can be changed quickly (like setting the frame rate, removing LODs for normal explosions, too, etc) - so I just stepped up and threw together a quick zip. I could have kept the stuff here (as I made it for myself, and not for the community, actually) but if I have made it anyway, why not share it with you?

Last for this thread here - all I wanted to show with the image I posted is that what you did is nought but a filter job - and don't tell me it isnt because it just keeps screaming 'filterr!!!!' to me. I really do *not* see any difference besides a few brightness, contrast filters and the sharpen along with texturizer.

Summarizing my thoughts I agree 100% with ShadowDrakken - If you want high res textures the only way to go is completely rebuilding the maps. While that might take a while it will actually ADD detail.

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Perhaps you don't understand it. If it takes 2 hours to create a map, you will never see more then 10 new maps.
Even if you create a complete new one that won't change. And it's pointless too.
Let's concentrate on something that can really be done. There will be something better all the time, perfectionism won't help.
Edit: Shinemaps are only standard maps, with the dark areas cut out. That can be done without even using one painting tool.


I do perfectly understand it. And two hours is a great underestimation. Working properly you can calculate about 4 hours per texture, at least. Just for your info, I spent at least about 12 hours of work for every TVWP fighter texture I made - and probably more than 30 hours of work on my nebulae and weapon effects. Still, they're there, they're up for download, and seem quite real to me. It's all a matter of patience and time. It CAN be done, and because I know it can be done, I will not endorse any imperfect solution. And your knowledge seems to be lacking quite a few things, as there again is the difference between a slopped together shinemap that just wastes texture space (instead of using the base image as a shine map) and a shinemap that actually adds details and special effects that have a big boost on visual quality. I could post some screenshots if you want.

I hope you understand my point of view now. I have no (none at all) personal problems with you or any other HLP member.
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Offline Turnsky

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texturising is nothing, here's what a few tweaked emboss layers can look like.

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Offline Nico

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Oh please!
ANyway, the whole thing is wrong, coz curse me if you want, but V tiles maps are... "breathe" ****TY? BUTT UGLY and CRAPPILY THOUGHT "expires". So you can up the resolution all you want, add all the details you want, the Hecate will still look like an orc turd, and the Orion like an ill kidney, because the maps are, well, randomly tossed together ( well, I can tone that done on the Orion, just that blue doesn't fit to that ship imho ). They need to be changed, not redone.
SCREW CANON!

 

Offline Lightspeed

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Quote
Originally posted by Nico
Oh please!
ANyway, the whole thing is wrong, coz curse me if you want, but V tiles maps are... "breathe" ****TY? BUTT UGLY and CRAPPILY THOUGHT "expires". So you can up the resolution all you want, add all the details you want, the Hecate will still look like an orc turd, and the Orion like an ill kidney, because the maps are, well, randomly tossed together ( well, I can tone that done on the Orion, just that blue doesn't fit to that ship imho ). They need to be changed, not redone.


I think a good mix of redoing and changing wouldnt look bad at all. Of course it would look even better if someone actually baked and modified the cap ship textures so they dont look like a bunch of thrown together tiled textures :)
Modern man is the missing link between ape and human being.

 
Quote
Originally posted by Turnsky
texturising is nothing, here's what a few tweaked emboss layers can look like.



......a pixelized mess?

no offence, but even i can see the pixels in that.

edit: on further examination, it looks pre-lit with spec already aplied.

this is bad, since light in FS can come from all directions, and should be dealth with with good, different colour, spec mapping.
« Last Edit: April 22, 2004, 11:22:06 am by 936 »
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Offline Ransom

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DaBrain, regardless of whether you did or did not use a procedure as simple as the one Lightspeed says you did, the fact remains your textures still look like that. If they don't look better, then what's the point of a more complicated procedure if it looks just as good as a much simpler one?

I don't see the point in a hi-res texture pack unless there's a hugely noticable difference, and I'm not seeing anything hugely noticable in-game with this pack.

 

Offline DaBrain

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Edit: No release. No pictures that might be used.

(The old one is resized bicubical.)

Wich one do you think is better ?
« Last Edit: April 24, 2004, 02:43:47 pm by 1688 »
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Offline Fineus

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Quote
Originally posted by Nico
Oh please!
ANyway, the whole thing is wrong, coz curse me if you want, but V tiles maps are... "breathe" ****TY? BUTT UGLY and CRAPPILY THOUGHT "expires". So you can up the resolution all you want, add all the details you want, the Hecate will still look like an orc turd, and the Orion like an ill kidney, because the maps are, well, randomly tossed together ( well, I can tone that done on the Orion, just that blue doesn't fit to that ship imho ). They need to be changed, not redone.

I got one word for you:

Fenris.

On this ship they got it right - hands down. Its military and its grey and it's all good. More please.

 
DaBrain, looks like you upped the colours, threw some sort of blurred noise layer over it, and used some kind of "leather" filter.
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
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Offline Flipside

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Don't worry DaBrain, I've been artslapped by LS myself, don't take it personally, I've found a lot of his advice really useful. A lot of people here can be very open with their opinion, personally, I like that, it means I'm not going to release something crap because everyone was busy trying to be nice to me.

Like LS' own effects etc, just carry on and do it if you want to, and those that want to use it, can download it. As long as it works for you, that is what is important :D

 

Offline J3Vr6

  • 28
That one DaBrain just showed was pretty cool, I think.

Nico is right, though, the textures don't have to be resized or upped in resolution.  They gotta be redone.  I really don't know how hard that is to do.
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DaBrain: between the two, I like the first one best.  The darker color seems better and is smoother the lighter one looks kind of solarized.

However, I would take the time to thin out those black lines a bit, if you have to redraw it to do that, that would work best. In game those thick black lines will be too blatant and defined I think
I wouldn't go down to 1 pixel thick, just like half their current thickness

The crackle effect is OK, but not the best, it's a bit too obvious as beign a filter

 

Offline Nico

  • Venom
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Quote
Originally posted by Kalfireth

I got one word for you:

Fenris.

On this ship they got it right - hands down. Its military and its grey and it's all good. More please.


yep, and it's not tiled either :)
SCREW CANON!

 
DaBrain: Just taking a second look between my work here, if you could put the second one's texture onto the first one's color and brightness, that might look better :)

 

Offline Turambar

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you can't make the vasudan tiles any bigger, they won't look right. see if you can improve what's already there in the same size.  or just re-UV map all the Vasudan ships

Edit: But otherwise, very good!
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline StratComm

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actually Turambar, that's not exactly true.  They would look almost identical to the way they look now.

[broken record] UV mapping does not depend in any way, shape, or form on the size of a texture file, and a panel set to repeat 10 times will show 10 repeats if the texture is 16x16 or 1024x1024. [/broken record]

To DaBrain: I've avoided getting in to this debate because everything I would say has been said already.  Lightspeed has effectively demonstrated that what you are doing can be done in nothing but a few photoshop layers and it shows.  I tend to agree, but that's not my point.  All I'm saying is that rather than deny that you are using filters or try to hide that fact, take his advice, sit down when you have a lot of time, and try to rebuild a texture at a higher resolution without starting from a :V: map.  There's a reason why Lightspeed's stuff is awed by many around here; the time and effort he puts in to each of his releases is apparent.  Don't expect the same response for a batch job, because it simply isn't and can't be as good.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Turambar

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the tiled textures get bigger when you increase them, I know because ive tried!  Hatshetsput, Diemos, Orion, and Colossus all had issues when i made the textures bigger and sharper.  I stopped, because of that, and because the difference was tiny and the whole thig seemed pointless
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Turambar

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I am Turambar, master of...wait...absolutely nothing!
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D