Author Topic: Shinemaps development thread [updated weekly!]  (Read 91533 times)

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Shinemaps development thread [updated weakly!]
He's right the readme doesn't say, but it's obvious that they belong in the data/maps/ folder.
My Sytem

Wer das liest ist doof!

 

Offline JR2000Z

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Shinemaps development thread [updated weakly!]
:eek2: Really?

I've been putting them into the data/effects folder. :doubt:
I finally destoryed the Shivan armada and all I got was this lousy T shirt.

 

Offline Lightspeed

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Shinemaps development thread [updated weakly!]
The only files that actually make a difference are the animated glowmaps. They will ONLY work from /data/maps.

Everything else can be placed pretty much anywhere.
Modern man is the missing link between ape and human being.

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
I think you should convert all your glowmaps to EFF DXT1 or DXT5. Depending on the size of the used map in-game (I.e streched, or small map - big ship).

I think the quality loss will be almost nonexistent, but the performance gain will be great.
Which will on the other hand make it possible to use higher res maps for some(!) ships.
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Offline Lightspeed

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Shinemaps development thread [updated weakly!]
Not a good idea, I'm afraid.

It would not save memory, and the compression would look horrible on glowmaps.

Anyway, the new builds will be up shortly, and huge they are indeed. Includes nifty improved Deimos textures (in preparation to support Bob's new version of the model), as well as textures for practically all of the remaining shivan capital ships. 92+ new files ;)

I'm afraid I don't have any good screenshots this week, though :p



Modern man is the missing link between ape and human being.

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
Not a good idea, I'm afraid.

It would not save memory, and the compression would look horrible on glowmaps.

 


Well, DXT5 doesn't look that bad. I don't even think it will look worse. (Grainy gradients, that's all. They don't have to be smooth anyway.)

And you can decrease even the filesize by using DXT1.


ANIs are ok for some effects, but will be too much of a performance hit when placed on half of the ships. I'll grow to a bigger problem as the glowLT pak grows.
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Please PM me in case you want to apply
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Offline terren

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Shinemaps development thread [updated weakly!]
now I fear the Sath...   I'm going to need these when your're done. -ING dialup
Proud user of wings 3-D

                 
Mad? Oh yes quite mad.

  

Offline Lightspeed

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by DaBrain


Well, DXT5 doesn't look that bad. I don't even think it will look worse. (Grainy gradients, that's all. They don't have to be smooth anyway.)

And you can decrease even the filesize by using DXT1.


ANIs are ok for some effects, but will be too much of a performance hit when placed on half of the ships. I'll grow to a bigger problem as the glowLT pak grows.


You know, they use less space than a comparative DDS. "Grainy gradients" isnt really the problem with DDS, it's the cursed compression artifacts. They're incredibly linked to the size, so while I can use 128² ANI animations, I would have to use (at least) 512² DDS animations to have the same quality.

And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

And at the same texture quality... :

512x512 DXT5, 39 frames ~ 9,75 MB
256x256 ANI, 39 frames ~ 2,4 MB

And that's 256², we might even go down to 128².

Colour evaluation:

DXT-Format:
- gradients are messy
- colour loss through artifacts

ANI-Format:
- Colour loss = 0 (yes, zero. for the shivan glowmaps, anyway)
- perfect gradients

Other than that, I do NOT keep the ANIs linked to the main texture size, but down to levels around what a normal texture would occupy.
Modern man is the missing link between ape and human being.

 

Offline Trivial Psychic

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

Is that original filesizes, or in-memory size?

[Edit]
Possible oversight on your latest ShineLT.  In the pre-existing glowmaps (before your latest upgrades) for canon ships, the texture CorvSTile3A had a glowmap for it.  I noticed that you didn't include one in your pack.  Was that an oversight on your part, or should there not have been a glowmap on this texture in the first place?  Should I be deleting this file from my directory?
[/Edit]

Later!
« Last Edit: December 11, 2004, 11:41:53 pm by 1268 »
The Trivial Psychic Strikes Again!

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
But using only ANIs for the animated glow maps will make it unplayable on mid-range systems soon.


And BTW...

Extracted frame:


Now the S3TC (DXT1) DDS frame (eight times smaller than uncompressed):


Now the PCX frame, as you suggested downscaled to the half image size (128²) and rescaled to original size (256²) for direct comparesion:


And also keep in mind that even a 128² ANI will affect the preformance more than a 256² EFF.


Quote
Originally posted by Trivial Psychic

Is that original filesizes, or in-memory size?



DDS can be loaded directly into memory.

AFAIK ANIs are treated as 16-bit format. That would cause twice the memory use.


Edit:
Quote
Originally posted by Lightspeed

And see here:

512x512 DXT5, 32bit image, 39 frames ~ 9,75 MB
512x512 ANI, (8bit - duh), 39 frames ~ 9,75 MB

Notice something?

And at the same texture quality... :

512x512 DXT5, 39 frames ~ 9,75 MB
256x256 ANI, 39 frames ~ 2,4 MB


Look at this one (S3TC DXT1 4,5 MB 512²):


The quality is better than lower sized ANIs. And the difference to ANIs with the same size is not noticeable (@ half of the memory usage!).

And of course  the performance is better.

Here is the EFF version of a shivan glowmap.
http://www.8ung.at/dabrain/fighter10-01a-glow.rar

Quote
Originally posted by Lightspeed


Colour evaluation:

DXT-Format:
- gradients are messy
 


Well the base and shine map are compressed. So smooth gradients in glowmaps will look grainy anyway, as they are placed over these maps.

Quote
Originally posted by Lightspeed

- colour loss through artifacts
 


Some ships will suffer this problem. On most ships it's not even visible. (Even less when animated.)
« Last Edit: December 12, 2004, 07:36:54 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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Offline Lightspeed

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Shinemaps development thread [updated weakly!]
ANI memory consumption == DDS memory consumption.

But hey, we'll see when I'm through. After all, that's what the Devbuilds are for. None of the high-res glowmaps is lost. :)
Modern man is the missing link between ape and human being.

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
ANI memory consumption == DDS memory consumption.
 


Nope, my Basilik map adaption (DDS) is @ half ANI memory consumption. I don't see any quality difference in-game.
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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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Offline Lightspeed

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Shinemaps development thread [updated weakly!]
I don't think so, but let's not stray off topic too far :)

As I said, nothing is lost, and we'll be able to go with the most efficient way in the end anyway. :nod:
Modern man is the missing link between ape and human being.

 

Offline redmenace

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Shinemaps development thread [updated weakly!]
It is already unplayable on midrange systems. I think the CPU consumtion is higher.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
Quote
Originally posted by Lightspeed
I don't think so, but let's not stray off topic too far :)

As I said, nothing is lost, and we'll be able to go with the most efficient way in the end anyway. :nod:


Only one last time. ;)

Try the glow map I've uploaded. The in-game memory use is half of an ANI with the same res. (ANI ~9 MB DDS ~4,5 MB). The performance is better. The qulaity difference not even visible in-game.


EFF is the better solution by far. You shouldn't relaese ANIs anymore. (Well of course you can change it afterwards, but that means many people have to wait for that time.)

If you still won't go for EFF, I'll convert your files, if you don't mind.
« Last Edit: December 13, 2004, 03:02:11 pm 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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Shinemaps development thread [updated weakly!]
Well, it is our duty to NEVER let this one out of the first page. EVER!
If you want to be ready for Wing Commander Saga: The Darkest Dawn, then download and play the prologue first.

Here,

http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html

Then, while waiting for the Darkest dawn, Download Starshatter 4.02

http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=214

You 'll understand why once you have.

 

Offline Singh

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Shinemaps development thread [updated weakly!]
ook. its sunday singapore time, saturday US. but still no new build? :(
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Lightspeed

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Shinemaps development thread [updated weakly!]
Redmenace: Hence the reason why animated glowmaps are only suggested for high-end systems.

DaB: You absolutely sure about those memory figures? ANIs only take up 8-bit memory as far as I'm aware.

Singh: Yes, well...

This week has been about pure horror for me :p  I've had four exams (two of which were on friday) and I'm generelly rather busy atm. But yes, despite eviiiiil real life trying to zteal my precious time...





Sixty-four new files, including quite a bit of high-res work.
Modern man is the missing link between ape and human being.

 

Offline DaBrain

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Shinemaps development thread [updated weakly!]
Taylor wrote this:

If PCX is used as 16-bit format, ANI could be too.

Quote
Originally posted by taylor


@DaBrain: PCX, by default, is made 16-bit even if the palette is 8-bit.  I want to allow 8-bit EFFs but it's not high on my todo list at the moment.  "Enable 32bit textures" isn't going to help any since it only allows the use of JPG and TGA, nothing more.  "Compress PCX" just turns a PCX into a DDS file so you would be better off just using DDS in the first place.  It only works with D3D too so OGL users wouldn't get any help from it.
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Please PM me in case you want to apply
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Offline Lightspeed

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Shinemaps development thread [updated weakly!]
Hmm, I thought PCX is, ANI not.
Modern man is the missing link between ape and human being.