GreatEmerald / UT3Vehicles

The vehicles portion of the UT3Style mod for Unreal Tournament 2004.
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Differences in vehicle materials from UT3 #19

Open HellDragon-HK opened 6 years ago

HellDragon-HK commented 6 years ago

Issues & opinions with textures Comparing PS3, PC, and PC without bloom has led to very different views in-game so there are 3 ways to go with this.

With PS3 the colors are closer to what I'd expect to see of Red & Blue with Red having a dark red or hot pink look while blue is dark blue, PC on the other hand has a peach color for Red usually although it varies from map to map based on lighting with a white purple blue for Blue (I actually like this for blue), and PC without bloom we can see the true colors of Red being more of a red orange (yellow in SPMA's case) and Blue being a sky blue or dark navy blue kind of....for the most part Blue is about the same on all 3 but Red is all over the place, it appears that what we see in Cold Harbor is close to the real thing.

All I can do here is list my opinions on each outcome compared with the current texture pack and let everyone else choose what would be best to go with although in my opinion I lean toward PS3 or PC without bloom as the peach just doesn't make sense to me.

Unre-Alex commented 6 years ago

Whatever format works for you, since you will be the one to check out boxes.

After testing textures with HellDragon, here are the issues with 64bit:

Specular can not use a Combiner, TexEnvMap works fine.

SelfIllumination can not use a Combiner. TexPanner does work for Selfillumination if it's not using a Combiner (TexScaler for TexPanner works)

Other notes:

Diffuse does support multiple Combiners, but after applying 3rd Combiner the Specular stops working, and after applying 5th Combiner the Selfillumination stops working.

Any type of LODset for the lights works fine.

GreatEmerald commented 6 years ago

Thanks, it's useful to track this in a separate issue like this.

I can check off boxes as well. You should have a box before each "red team" and "blue team", and each "missing", i.e. the opposite of what you have right now.

Yes, that's about what I remember about it too. It's much more limiting than it could be, but it's better than having just the diffuse on 64-bit.

HellDragon-HK commented 6 years ago

Is that formatting any better GreatEmerald?

GreatEmerald commented 6 years ago

Yeap, that looks fine.

@Unre-Alex If you can make all textures compatible with 64-bit (and potentially solve the other issues in the OP), feel free to send a pull request with your texture package here.

HellDragon-HK commented 6 years ago

@Unre-Alex I'd like to apologize if I angered you about needing to tweak hard work (I know how testy some folks get about that thing and understand), I installed my PC UT3 and your light details are fairly accurate after all and my TV apparently is way off color, I'm putting together a screenshot pack to compare 32, 64, & UT3 right now, all I need to do is sort the UT3 screens and upload it Basically I'm wrong and don't mind admitting it that's what I'm apologizing for

Unre-Alex commented 6 years ago

@GreatEmerald Yes, I will take care of all the issues related to the textures.

@HellDragon-HK No worries. So, do you want me to remove the lights from Paladin's back?

HellDragon-HK commented 6 years ago

I think that should be Emerald's call, it's inconsistent but it doesn't look bad really uh except for always glowing tail lights that is....yeah your say GreatEmerald

HellDragon-HK commented 6 years ago

Ok got the comparison screenshots put together finally so here you go, let me know if you need a different angle or a different map environment and I'll see what I can do.

https://drive.google.com/open?id=1nREoeiM1fNb_vhwQ1UnAcKB0rl4HSFbK

Unre-Alex commented 6 years ago

Thanks, I won't have to go back and forth with ut3 to check how they look. I didn't notice before that the lights per map have either a different color (like orange in ColdHarbor) or are darker/dull (like in Downtown), and they differ depending on what light environment they currently are on (which doesn't work in ut2k4) or even your screen's angle. The red lights look pretty the same in Islander as mine in UT2k4, the blue lights are brighter inside and darker outside tho.

There's just no one way of how they look, so I will do what I think look best considering 64bit limits. Also, I will remove all the break lights, since they use coronas.

HellDragon-HK commented 6 years ago

If you need I can try to get multiple maps so you can try to find the common color....would turning off dynamic lighting for getting the screens help any you think?

Unre-Alex commented 6 years ago

I will focus on the bright maps like Suspense and Islander. In UT2k4 bright lights are better seen at distance. It's up to you what you will do.

HellDragon-HK commented 6 years ago

That's the opposite of what I was thinking, I thought dark maps would be easier because it wouldn't have the sunlight interference.

https://drive.google.com/open?id=1lZshm0D3KcQx8vhuiAp1ScKC3MqXcCrJ Updated with No Bloom screens

Unre-Alex commented 6 years ago

@100GPing100 Why did you set textures' NomalLod to 1 or 2 instead of the default 0? What does this do? I couldn't find anything about it on the unrealed wiki.

zeluisping commented 6 years ago

@Unre-Alex With a NormalLOD of 1 or 2, at normal detail settings the miplevels drop to improve performance. This is important for lower end systems since these textures are at a high resolution.

zeluisping commented 6 years ago

@Unre-Alex @HellDragon-HK If the difference in colours between maps you guys are talking about is relative to UT3, this is because each map has a different post processing effect applied to the whole level (talking about stock maps here); it's this difference in post processing effects that is causing the difference in colours from map to map.

GreatEmerald commented 6 years ago

Yes, and the solution is to disable postprocessing (=bloom and depth of field). That said, the result tends to be highly desaturated, and I don't think that fits that well in UT2004...

And no, no need to remove lights from Paladin. My view is that if something is better in UT2004, it should be kept that way, and that if there are bugs in UT3 they should not be ported.

HellDragon-HK commented 6 years ago

Ok so glowing lights on the Paladin's rear side then....what about not having them glow and adding brakelights in the code for that area? UT2004 stock Paladin doesn't have brakelights either that I can tell so it's not a bug but an addition....if that's going to be the case the Levi turret has a gray circle on it's main turret that looks like it was meant to have a light like the Hellbender can we add a light to it as the Levi doesn't have much

GreatEmerald commented 6 years ago

A brakelight makes more sense, yes. But anyway, that's off-topic to the texture discussion.

HellDragon-HK commented 6 years ago

Don't take this as a snarky comment but how is it off-topic when we are talking about needing textures added to add a brake light where there aren't any textures or lights originally?

If you're allowing creative freedom improvements over original UT3 then what about the making a light texture detail for the Levi driver turret like the Hellbender driver turret has, in UT3 the Levi doesn't have anything except a blank gray circle. If yes then it's up to Alex if he wants to of course and it's just a detail I'd like to see.

GreatEmerald commented 6 years ago

Because we're not talking about textures, but rather coronas. Those don't need textures, they already got them.

Would be interesting to see how that looks like.

HellDragon-HK commented 6 years ago

None of the Paladins have a texture though :S, Alex added it where it didn't exist so that's a texture unless the texture is also in the code you mean....kind of confused on that now

Ok so add the Levi extra light detail to the list as a If you want to then?

GreatEmerald commented 6 years ago

Lights ought to be implemented as UT2004 Headlight/Brakelight actors, not via changing vehicle textures. That's the whole point.

HellDragon-HK commented 6 years ago

So then you want the texture removed and have a corona without the texture under it so it's just there? Really confused now GreatEmerald maybe I better just let Alex take over and continue this convo yeah?

GreatEmerald commented 6 years ago

The texture doesn't matter because the corona is right on top of it anyway.

HellDragon-HK commented 6 years ago

The detail matters when the vehicle is sitting empty and it has no coronas active though right, otherwise it has no indication of even being there?

GreatEmerald commented 6 years ago

I suppose. In that sense the lights should be off.

HellDragon-HK commented 6 years ago

You mean removed or a texture that looks like they are off? EDIT-To avoid a cluttering comment.....Alright then changed the Paladin checklist to include what you said below.

GreatEmerald commented 6 years ago

The latter.

Unre-Alex commented 6 years ago

The Paladin's brake light is on its light texture. I will remove it, we don't wanna deal with people commenting on why it's there.

It does look like there was supposed to be a light on the Leviathan's driver turret, they either forgot to add it to the light texture or decided it's not needed for some reason. I could cut out the light from Hellbender's driver turret and paste it there.

HellDragon-HK commented 6 years ago

Didn't GreatEmerald just say 'let's give the Paladin new brake lights & textures to improve it'?

Yeah that sounds good on the turret and one of the reasons they may have left the light off was to help PS3 performance as there are quite a few minor details like that missing on PS3 and maybe they thought the Levi is so rare who would notice (probably also what happened to the Scorps hatch animation because I don't think it even happens on PS3) although it could be also just have been forgotten like you said.

HellDragon-HK commented 6 years ago

Would custom headlight projectors be out of the question for ALL UT3 vehicles? They feel so much more alive with the projectors and it's something UT2004 does better over UT3 in my opinion. Stock projectors are good but well Scorpion is round and UT3 Scorpion is square.

With that said can all vehicles have projectors maybe excluding the Raptor and Cicada or making their front light texture area be the headlight?

GreatEmerald commented 6 years ago

Yes, I'm all for improved and consistent projectors, that's something UT2004 does better than UT3. Mind you, that should also be its own thread, this is about improved textures.

HellDragon-HK commented 6 years ago

Projectors are a texture though aren't they? :S

GreatEmerald commented 6 years ago

Projectors are actors that project a texture onto another texture. They are not textures themselves. The dicussion would be valid here if you wanted to introduce a new square texture for the projector (but I don't think you do, because you can reuse the Hellbender projector).

HellDragon-HK commented 6 years ago

I do mean texture, the Hellbender has 4 squares and also not oriented right for what we need, there isn't a single round circle texture to work for the Manta either....I don't know much about how it works I only know what I can see from testing in-game

GreatEmerald commented 6 years ago

OK then. Projectors textures are usually black-and-white, so making them shouldn't be hard.

HellDragon-HK commented 6 years ago

Alex and I were just discussing that in an e-mail before you came online, he is waiting for you to help with making team colored projectors I believe

Unre-Alex commented 6 years ago

Sure, if it's possible to add team colored projectors then I could try to make them by using headlights from UT3 textures. But this is the last thing I would like to do, because I don't care much about projectors.

HellDragon-HK commented 6 years ago

I know you don't want corona related things here but I don't know where else to put it so... It looks like Coronas are already supposed to be team colored but it doesn't work? class ONSHeadlightCorona extends Light native;

simulated function ChangeTeamTint(byte T) { if(T == 0) { LightHue = 255; LightSaturation=240; } else { LightHue = 128; LightSaturation=175; } }

If that was meant to work and doesn't would using a grey light with team textures work? Corona, Corona_0, Corona_1 maybe, it would also have a normal non team color in VDM or other non-team vehicle matches which would be nice.

Found in ONSVehicle Class

        HeadlightCorona[i] = spawn( class'ONSHeadlightCorona', self,, Location + (HeadlightCoronaOffset[i] >> Rotation) );
        HeadlightCorona[i].SetBase(self);
        HeadlightCorona[i].SetRelativeRotation(rot(0,0,0));
        HeadlightCorona[i].Skins[0] = HeadlightCoronaMaterial;
        HeadlightCorona[i].ChangeTeamTint(Team);
        HeadlightCorona[i].MaxCoronaSize = HeadlightCoronaMaxSize * Level.HeadlightScaling;

    if(HeadlightProjectorMaterial != None && Level.DetailMode == DM_SuperHigh)
    {
        HeadlightProjector = spawn( class'ONSHeadlightProjector', self,, Location + (HeadlightProjectorOffset >> Rotation) );
        HeadlightProjector.SetBase(self);
        HeadlightProjector.SetRelativeRotation( HeadlightProjectorRotation );
        HeadlightProjector.ProjTexture = HeadlightProjectorMaterial;
        HeadlightProjector.SetDrawScale(HeadlightProjectorScale);
        HeadlightProjector.CullDistance = ShadowCullDistance;
    }
}

SetTeamNum(Team);
TeamChanged();

}

EDIT - The team coronas ARE working (I think), look at the light on the Manta which is white with no corona on both Red & Blue yet the lights are different for each team, so it does work it's just really subtle.

Unre-Alex commented 6 years ago

You're right, they do work it's just they're set to be subtle. The LightHue and LightSaturation values match in-game. If we could add this

simulated function ChangeTeamTint(byte T) { if(T == 0) { LightHue = 0; LightSaturation=0; } else { LightHue = 175; LightSaturation=0; } }

that would make a strong red and blue coronas.

GreatEmerald commented 6 years ago

Hm, yes, that's how it should work, but... If it simply does a HeadlightCorona[i] = spawn( class'ONSHeadlightCorona'..., then we can't directly influence its code. Several approaches could be used in this case:

One big difference between these approaches would be network compatibility. The default headlight has RemoteRole=ROLE_None, which means it is completely client-side. I'm not sure if destroying it would be replicated or not... If not, you'd get two headlights on top of one another when using approach 2. Approach 3 would work as long as the code is run by the clients as well (it should be). Approach 1 would always work, but it requires copy-pasting a lot of code to each vehicle.

I'd probably go for option 3, and if it doesn't work, for option 1.

But yes, anyway, this is off-topic, open a new pull request or issue to discuss coronas.

HellDragon-HK commented 6 years ago

@GreatEmerald I already attempted something like that with the Manta I think, I posted it on the Manta issue because I was working with the Manta...guess it should have been here (wasn't thinking sorry...or it should be a new issue like you want)

GreatEmerald commented 6 years ago

Here's a more descriptive name for this issue to keep comments on topic. This should only concern @Unre-Alex's material replacements and nothing else (no coronas!).

HellDragon-HK commented 6 years ago

I think the Manta's headlight area texture needs to be changed to work better with the new team coronas, the white headlight with bright red or blue doesn't really make sense to me, anyone else agree?