Sharper looking textures (detail textures?)

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Fri Jul 03, 2009 5:49 am

First, a clear veto for detail textures. They look artificial in these games.

However, we need part of it anyway. Especially texture blending with independent tcMods. That way you can make nonrepeating textures easily.

Incidentally, once this is added, i.e. two sets of texcoords for vertextextureblend, nothing prevents you from using the same feature for your detail textures which you then could make using a simple Q3 shader and two stages with one having a high tcMod scale.

So please, if you do it, go this route.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Lee_Stricklin » Fri Jul 03, 2009 5:57 am

It's possible my lazy-ass found an easy way to up-res the textures (though they would still look a lot better if it's done properly) using Kolour Paint. For now I'm just going to double size every texture without further editing them to see how they lag the game. If the result doesn't kill my machine I'll take GIMP to them.
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Postby Lee_Stricklin » Fri Jul 03, 2009 6:17 am

Oh crap! In total noob fashion I screwed up Desert Factory lol Is there something I have to tweak if I up-res something? It's obvious that simply upping the texture doesn't work.
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Postby PinkRobot » Fri Jul 03, 2009 9:50 am

Lee, I think you would probably change the texture mapping in the map editor to make the map use the new coordinates (so that it uses the full res and not just the first set of pixels left and right that it already used). But then if you had a stonewall texture before that you scaled up, the stones themselves would become smaller. I hope that makes some sense.

About FruitieX's screenshots: I for one think Aggressor looks amazing like that. More in line with the style of Nexuiz than it currently is, but of course this is very subjective.

FruitieX, maybe you could do a comparison shot at the angle that MirceaKitsune also used. I'd check it out myself if I could run Nexuiz high detail but as you know, I can't.
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Postby MirceaKitsune » Fri Jul 03, 2009 9:57 am

Lee_Stricklin wrote:Is there something I have to tweak if I up-res something? It's obvious that simply upping the texture doesn't work.


Up-resing only is the same as leaving them the way they are if something to sharpen them isn't also done. Some sort of smart filter would be needed to make a texture higher quality after it's resolution is doubled. In Photoshop the only way I know of is the Sharpen filter, but I don't think that's good enough to really increase the quality of a resized texture. I was hoping newer image editing applications might have a tool that can magically double-res a texture at perfect quality, not sure if such a thing was invented yet :?

I wonder if there aren't already higher quality versions of these textures though, if they are still available from the original creator. Actually I think I found the source of some of them, but they appear to be the same ones currently in and nothing bigger available :(

An idea could be to just scale them up and blend a detail texture over each image, though I don't know how good that could look like (or run some sharp brushes over them with low opacity). I agree with div's post... if the last missing engine implementations can be done I can turn a few of the current textures in detail grayscales and make the shaders for the textures in the evil# sets. I believe some specific cvars would need to be implemented as well, so one can specify the distance, strength and of course if detail textures are enabled or not (maybe cvars that address image blending properties overall, how many textures to allow per face using the new tcMod, blending distance and such).
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Postby Flying Steel » Fri Jul 03, 2009 4:20 pm

I think we should make new GPL source textures perhaps as big as 2048x2048 and then consider this ugly (pun :)) problem behind us. (AI has already started this process with batches of high quality textures.)

In other words, make them huge and then they can scale down for the different video cards of different users.

This could also be a good opportunity to decide what exactly the art direction should be too. Should soylent really be a space station built around a wood frame? Maybe not. Should there really be so much brick work in a futuristic space setting? Again perhaps not.
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Postby Samual » Fri Jul 03, 2009 4:56 pm

Well i've always wanted a sort of uniform map style for the game. Not exactly the same, but to the point that the maps match eachother. That would be fantastic... Though a little overkill... But yes, being able to scale the textures down from insane resolutions is a good idea. And we need it. ^_^
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Postby FruitieX » Fri Jul 03, 2009 5:56 pm

Flying Steel wrote:In other words, make them huge and then they can scale down for the different video cards of different users.

Fully agree with this.
Flying Steel wrote:This could also be a good opportunity to decide what exactly the art direction should be too. Should soylent really be a space station built around a wood frame? Maybe not. Should there really be so much brick work in a futuristic space setting? Again perhaps not.

This too. :)

Here is a comparison shot to Taoki's screenshot:
Image

Notice that the trims aren't done yet, and neither are small details like lights.
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Postby Irritant » Fri Jul 03, 2009 5:58 pm

I think that the revamped version of the Basement is more the way to go. Hi-res or detail textures are nice, but a box is still a box even with pretty textures. Now a box with railings and pipes, that is more interesting and more like modern games.
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Postby k0jak » Fri Jul 03, 2009 6:38 pm

Chubby wrote:
FruitieX wrote:BTW, I'm on it. :P

ImageImageImage


aggressor looks very neat like that


Yes, that looks rocking man!
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