Author Topic: High Res Texture Pack  (Read 19124 times)

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Offline jdjtcagle

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I like it alot, actually...
Since you can't make the models bigger, make the textures bigger, creating a kind of optical illusion:D
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Offline Lt.Cannonfodder

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I have to admit I don't see that much difference in the ships, except Demon. Maybe I have to see them ingame.

The Demon looks much better, much more mencaing. I like it :nod:

 

Offline Nico

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Quote
Originally posted by Raa Tor'h
Actually, LS, the size of the map is negligable for the mapping. Tiled or not. It doesn't matter.


Technically, no. But in fact, say you resize your map with photoshop, well, it WILL have an effect. Why? Coz photoshop blurs the pixels ( radial area ) when you scale up. And the blurring on the edges, obviously, will not match together, and that'll lead to a seam.
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Offline Turnsky

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okay, can somebody give me a sample texture, i can provide an artificial "bumpmapping" effect that may sharpen the texture somewhat.
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Offline Nico

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specular ( shine ) maps already do that job, and I think it's enough for the standard FS2 ships.
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Quote
Originally posted by DaBrain
And perhaps this isn't important, because I don't have an ftp anyway :(



that can be fixed.

but TBH, i don't really like most of the results here. as people mentioned, if you made everything a ^2 (2,4,16,32,64,128,256,512,1024,2048,4096) size, it would help performace too, now, it just looks a bit odd while only slowing down more.
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Offline Lightspeed

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Quote
Originally posted by DaBrain
Its not that easy to create these textures as you think. (LS)


That's a good one. Ask any of the TVWP stuff - been doing a lot of texturing myself so I know it's hard business :D

And about the tiling issue, Raa.... just look at the two demon screenies. It DOES change the tiling frequency.
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Offline Bobboau

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there are slightly diferent angles on them is all, I can tell you with detailed knowlege of how texture mapping works that texture resolution has absolutely no impact on the scale of the textures applyed to an object, UV coordanants go from 0.0 to 1.0 wich is relitive to the resolution of the texture
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Offline Nico

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I explained the pb, but since people deliberatly ignore me, heh :p

Bob, don't waste your time, it was difficult enough to explain to people while resizing a map would not mess the UVs on a ship, so... :p
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Offline Lightspeed

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Quote
Originally posted by Bobboau
there are slightly diferent angles on them is all, I can tell you with detailed knowlege of how texture mapping works that texture resolution has absolutely no impact on the scale of the textures applyed to an object, UV coordanants go from 0.0 to 1.0 wich is relitive to the resolution of the texture


Its not UVmapped, it's tiled.
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Offline Nico

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Ghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
"laughs hysterically".
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Offline Black Wolf

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Quote
Originally posted by Lightspeed


Its not UVmapped, it's tiled.


All texturing, be it single or tile mapped, requires things to be uvmapped, but that's kind of irrellevant.

Perhaps the best way to explain this is to get people to start changing their terminology. Go into TS (If you don't have TS, pretend). Open up the map applier thingy (I haven't tried tile texturing in about a year, and never really got it, so my memory is fuzzy on names). TS will allow you to set the number of repeats fot the texture. Repeats. The number of times the picture repeats itself on the surface. It doesn't matter if the picture is 256x256 or 2048x2048 - it will be repeated the same number of times.
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Offline J3Vr6

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Quote
Originally posted by Nico
I explained the pb, but since people deliberatly ignore me, heh :p



Wait, guys, you hear something?  Oh, sorry, Nico, were you saying something? :p
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Offline DaBrain

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Quote
Originally posted by kasperl



that can be fixed.

but TBH, i don't really like most of the results here. as people mentioned, if you made everything a ^2 (2,4,16,32,64,128,256,512,1024,2048,4096) size, it would help performace too, now, it just looks a bit odd while only slowing down more.



It's limited to 64*64, 128*128, 256*256, 512*512.

There are only 2 or 3 textures wich actualy have an odd res. (like 512*x)

x= some odd number :)




But the release could delay a bit, because there is much work to do in the next weeks.

But I'll try to complete it this month or early next month.

(Status: 127 textures)

Also I have to improve many things from the last pack...

Today I only have time for 2 or 3 maps :(
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Offline Taristin

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Quote
Originally posted by Lightspeed


Its not UVmapped, it's tiled.


:lol:

...sorry.
But as BW said:
Quote
Originally posted by Black Wolf


All texturing, be it single or tile mapped, requires things to be uvmapped, but that's kind of irrellevant.

Perhaps the best way to explain this is to get people to start changing their terminology. Go into TS (If you don't have TS, pretend). Open up the map applier thingy (I haven't tried tile texturing in about a year, and never really got it, so my memory is fuzzy on names). TS will allow you to set the number of repeats fot the texture. Repeats. The number of times the picture repeats itself on the surface. It doesn't matter if the picture is 256x256 or 2048x2048 - it will be repeated the same number of times.


Either by using the repeat function, or by scaling down the 'UV projection type' (I mean like applying a cubic mapping, and resizing the UV cube down, will also tile the maps)  But everything else is spot on.
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Offline Lightspeed

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Okay, me stupid, I thought it would tile without a specific number of repeats - don't mind me, i'm no modeller ;)

Well, if that's the case theres something odd with his textures. Look at the 'intestinies' of the two demon images. The stock ones look good, while his ones look way too large and rough.
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Offline Havock

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I do think that dark demon looks rather badass.

perhaps because it looks like it is all shot and banged up :p

 

Offline Nico

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Quote
Originally posted by Lightspeed
Well, if that's the case theres something odd with his textures. Look at the 'intestinies' of the two demon images. The stock ones look good, while his ones look way too large and rough.


But if you take the time to actually look ( dunno , take references with the mes, where does which part of the map ends ), you'll notice they're the same size, and the tiling isn't different.
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The textures just appear darker... but thats just me.

 

Offline Unknown Target

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I don't see any difference.