Higher quality textures for the old models ?
Higher quality textures for the old models ?
These textures are really very low quality, anyone care to try to improve them ?
These are 256x256, we could use higher resolution version of these. 512x512 would be a good start.
The Urban ones look very poor.
page-9-player-buildings-bases-urban.png
page-6-features-arizona.png
page-6-features-urban.png
page-7-barbarians-arizona.png
page-7-barbarians-kevlar.png
page-8-player-buildings-bases-rockies.png
page-8-player-buildings-bases-urban.png
page-9-player-buildings-bases.png
page-9-player-buildings-bases-rockies.png
These are 256x256, we could use higher resolution version of these. 512x512 would be a good start.
The Urban ones look very poor.
page-9-player-buildings-bases-urban.png
page-6-features-arizona.png
page-6-features-urban.png
page-7-barbarians-arizona.png
page-7-barbarians-kevlar.png
page-8-player-buildings-bases-rockies.png
page-8-player-buildings-bases-urban.png
page-9-player-buildings-bases.png
page-9-player-buildings-bases-rockies.png
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Re: Higher quality textures for the old models ?
errr..... yes? lol
ENEMY OF ENEMY WITHIN ENEMY THAT LIES BETWEEN ENEMY THAT TRIES TO UNFOLD AN ENEMY SO THAT THE ENEMY WILL THINK IT'S ENEMY IS AWAY FROM THE ENEMY HOME WORLD THEN AFTER THE ENEMY WORLD
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Re: Higher quality textures for the old models ?
Actually some of those have been done already by colditz (unfortunately he has not been around in a while ) viewtopic.php?f=33&t=4644&hilit=colditz
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- Black Project
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Re: Higher quality textures for the old models ?
Some progress made on base plates + features, universal feature support were added, so mappers will not have problems placing desert features in a urban map or urban features on a rockies map & etc on future Warzone 3.0.x releases if implemented in-game.
Both textures are 1024x1024 without blur, seems a little pixelized, but looks better than the blurred 256x256 ones.
Scavenger textures are not done yet. Coming soon.
BP
Both textures are 1024x1024 without blur, seems a little pixelized, but looks better than the blurred 256x256 ones.
Scavenger textures are not done yet. Coming soon.
BP
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Re: Higher quality textures for the old models ?
good work black project.
have considered modeling urban buildings with missing sections or partly broken down from their full height ?
universal feature much wanted by mappers and will make for some fresh map looks.
have considered modeling urban buildings with missing sections or partly broken down from their full height ?
universal feature much wanted by mappers and will make for some fresh map looks.
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Re: Higher quality textures for the old models ?
this is true, so I'm sending this picture made by Black Project with some changes I have for your topic!Buginator wrote:The Urban ones look very poor.
Re: Higher quality textures for the old models ?
To get this we need to create new models(low and high poly) and bake normal, AO textures.macuser wrote:Actually some of those have been done already by colditz (unfortunately he has not been around in a while ) viewtopic.php?f=33&t=4644&hilit=colditz
Buginator suggested to redraw the textures only. maybe it will help but I think that without right shadows(AO) it will look like berg's "super new" textures.
about Colditz... He is not here because he said the 1 phrase a long time ago: "If I spend my time on recreating the assets for WZ2100, there should be some efforts to change the game code or file format to accept these assets. Otherwise it's demotivating."
I don't see any efforts... nobody even didn't start to write patch and didn't create a ticket for that.
Re: Higher quality textures for the old models ?
What exactly is needed? Choice of a file format and code to interpret it? Just asking.MaNGusT wrote:I don't see any efforts... nobody even didn't start to write patch and didn't create a ticket for that.
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Re: Higher quality textures for the old models ?
its harder & more time consuming to achieve the desired effects (not super new looking) without the code changes is what it boils down to.
Re: Higher quality textures for the old models ?
The problem is, we don't have enough people... I try, but it isn't going fast enough for everything to be done.MaNGusT wrote:To get this we need to create new models(low and high poly) and bake normal, AO textures.macuser wrote:Actually some of those have been done already by colditz (unfortunately he has not been around in a while ) viewtopic.php?f=33&t=4644&hilit=colditz
Buginator suggested to redraw the textures only. maybe it will help but I think that without right shadows(AO) it will look like berg's "super new" textures.
about Colditz... He is not here because he said the 1 phrase a long time ago: "If I spend my time on recreating the assets for WZ2100, there should be some efforts to change the game code or file format to accept these assets. Otherwise it's demotivating."
I don't see any efforts... nobody even didn't start to write patch and didn't create a ticket for that.
It *will* get done, but I don't have a firm timetable for that to be done.
I thought that new, higher resolution textures would help so that it doesn't look as bad as it does now.
and it ends here.
Re: Higher quality textures for the old models ?
I'm no coder (well I do a bit of python but that's all) but doesn't the current trunk already have opengl shaders at least for the tcmask feature?
What would be needed for our new models is normal and specular map support.
Is this possible to implement without extensive changes to the drawing code? What exactly is required?
What would be needed for our new models is normal and specular map support.
Is this possible to implement without extensive changes to the drawing code? What exactly is required?
-insert deep philosophical statement here-
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Re: Higher quality textures for the old models ?
Both trunk (which is now dead, we are not using svn anymore, we are using git, so trunk is now called master) and pre-3.0 (will be 3.0 soonish) both use shaders if available.Jorzi wrote:I'm no coder (well I do a bit of python but that's all) but doesn't the current trunk already have opengl shaders at least for the tcmask feature?
What would be needed for our new models is normal and specular map support.
Is this possible to implement without extensive changes to the drawing code? What exactly is required?
If they are not available, then there is a fallback to fixed pipeline. This only happens at load time.
Having a fallback for bump mapping / normal mapping / xyz mapping shaders is very difficult, and would mean that the openGL requirements would need to be increased. I don't have a problem with this personally, since I have hardware that can handle it.
Adding in those shaders isn't that hard, but adding it to the current rendering engine would require lots of changes.
and it ends here.
Re: Higher quality textures for the old models ?
can it be together? I mean, make it in this way -> engine checks the hardware, if the video card supports the needed OGL version then the "normal mapping" option will be available to enable, if doesn't then it will be gray(unavailable) and player will see only a regular textures and engine will use a lower OGL version.Buginator wrote:Having a fallback for bump mapping / normal mapping / xyz mapping shaders is very difficult, and would mean that the openGL requirements would need to be increased. I don't have a problem with this personally, since I have hardware that can handle it.
especially get rid of wrf's dependence, at least for textures that is used by models. It is the most time consuming sh*t when I want to test a new textures ingame.Adding in those shaders isn't that hard, but adding it to the current rendering engine would require lots of changes.
Last edited by MaNGusT on 24 Oct 2010, 00:02, edited 1 time in total.