Sharper looking textures (detail textures?)

Developer discussion of experimental fixes, changes, and improvements.

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Postby k0jak » Fri Jul 03, 2009 6:41 pm

Irritant wrote: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.


How about a box with railings and pipes and hi-res or detail textures.

That would then be one nice box!
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Postby master[mind] » Fri Jul 03, 2009 6:57 pm

I have wondered if it was possible to use a higher res texture or if the low size was a limit of Dark places. Levels like greatwall could use a higher res grass texture. If you can scale it down for lower end computers than texture sizes should be 512-1024. Same size with bump-maps. Then you could set the texture and bump size independently in game to improve performance.
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Postby FruitieX » Fri Jul 03, 2009 7:26 pm

Irritant wrote: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.


But that stuff on aggressor would severely impact gameplay. I don't want to do that, as it's a very popular map especially for 1on1 matches, and even a tiny change could have a huge impact there...
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Postby Lee_Stricklin » Fri Jul 03, 2009 8:38 pm

MirceaKitsune wrote:
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).


Right now I'm just up-rezing to see what kind of performance hit the game would take with higher-res textures. After that I plan to take GIMP to a bunch of them.
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Postby Lee_Stricklin » Fri Jul 03, 2009 8:42 pm

Flying Steel wrote: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.


Agree with both of those points, though I always thought Soylent looked amazing because it was a space station with wood and brick work.
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Postby Sanne » Fri Jul 03, 2009 11:08 pm

Hi all, new member here, so far I have just read but not posted, but I'd like to chime in here to support the pro detail textures side of the discussion.

I would love to see UT style detail textures in Nexuiz. Ever since I first played a game with those, I think it actually was UT, I was amazed at the effect.

I also played good old Duke 3D with the eduke32 port of the engine recently, where additionally to higher res textures they also use detail textures, and I loved it.

I agree with MirceaKitsune that it's more efficient to combine reasonable res textures with small repeating detail textures than using high res textures, because for all their size they still would blur when you walk up close, where detail textures might not.

Might be all a matter of personal preference, of course.

Oh, and since this is my first post: thanks to everybody who makes Nexuiz possible! It's a great game, I'm having lots of fun.
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Postby FruitieX » Sat Jul 04, 2009 3:25 pm

Maybe a combination of higher resolution textures and detail textures, because some of the textures currently used on aggressor are just outright terrible. (see the e7 bricks)

I still vote for higher res textures only. Detail textures may be a nice option for mappers though.
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Postby divVerent » Sat Jul 04, 2009 5:26 pm

Image

Really looks like crap. A blurred texture does not look BETTER, but more artificial, if overlayed with a high res texture.
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Postby Sanne » Sat Jul 04, 2009 8:32 pm

divVerent wrote:Really looks like crap. A blurred texture does not look BETTER, but more artificial, if overlayed with a high res texture.

I like it.
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Postby MirceaKitsune » Sat Jul 04, 2009 9:13 pm

Sanne wrote:I like it.


I do too. Not sure why it doesn't look sharper though... I think its better then nothing, and they can be disabled by default.
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