Closed wzdev-ci closed 13 years ago
MaNGusT uploaded file page-80-water-1.png
(3071.3 KiB)
MaNGusT uploaded file page-81-water-2.png
(2709.1 KiB)
MaNGusT uploaded file page-82-yellow-sand-arizona.png
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MaNGusT uploaded file page-83-red-earth-arizona.png
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MaNGusT uploaded file page-84-tiles-arizona.png
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MaNGusT uploaded file page-85-cliff-arizona.png
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MaNGusT uploaded file page-86-bottom-arizona.png
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MaNGusT uploaded file page-87-mud-arizona.png
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MaNGusT uploaded file page-88-grass-arizona.png
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MaNGusT uploaded file page-89-gray-rubble-urban.png
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MaNGusT uploaded file page-90-green-urban.png
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MaNGusT uploaded file page-91-tiles-urban.png
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MaNGusT uploaded file page-92-medium-tiles-urban.png
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MaNGusT uploaded file page-93-big-tiles-urban.png
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MaNGusT uploaded file page-94-cliffs-urban.png
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MaNGusT uploaded file page-95-brown-rocks-urban.png
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MaNGusT uploaded file page-96-burned-ground-urban.png
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MaNGusT uploaded file page-97-burned-tiles-urban.png
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MaNGusT uploaded file page-98-bottom-urban.png
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MaNGusT uploaded file page-99-grass-rockies.png
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MaNGusT uploaded file page-100-rock-earth-rockies.png
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MaNGusT uploaded file page-101-cliff-rockies.png
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MaNGusT uploaded file page-102-bottom-rockies.png
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MaNGusT uploaded file page-103-tiles-rockies.png
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MaNGusT uploaded file page-104-snowgrass-rockies.png
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MaNGusT uploaded file page-105-snow-rockies.png
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MaNGusT uploaded file page-106-snowrock-rockies.png
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MaNGusT uploaded file page-107-brown-earth-rockies.png
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MaNGusT uploaded file page-108-snowcliff-rockies.png
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MaNGusT commented
all textures are uploaded. :-)
cybersphinx commented
Replying to [#2013 MaNGusT]:
all textures are 2048x2048, 8bit depth.
Can you upload at least a few images in 24bit (e.g. page 101)? My impression is the color reduction makes the textures look worse.
the only thing I don't understand is
psGroundTypes[a_yellow].textureSize = 4.6; (for example)
what does this value mean?
The length of a texture side in tiles (so the above means the texture will cover 4.6^2^ tiles). Larger means the texture will repeat less often, for smaller values, the textures could be reduced in resolution.
(Though someone should put that hardcoded stuff into an ini file, so it can be changed without recompiling...)
MaNGusT commented
there is no visual difference between 24bit and 8bit in my textures because all textures were started from 8bit new file. I re-saved them via paint.net because photoshop don't want to save to 8bit png right. I'm afraid that i don't have 24bit textures from photoshop (.
MaNGusT commented
I used photoshop only for the final color, contrast etc. adjustments..
MaNGusT commented
what else does necessary to do to commit this ticket? :-)
MaNGusT _uploaded file new_textures.diff
(25.5 KiB)_
forgot to specify page-108 in vidmem3.wrf
Safety0ff commented
Replying to [#2013 MaNGusT]:
the only thing I don't understand is
psGroundTypes[a_yellow].textureSize = 4.6; (for example)
what does this value mean? These values affect the frequency/scaling of the texture on the ground.
With the current implementation the value will get converted to an integer, then multiplied by 128 (to convert to warzone's coordinate system), then one divided by this value will determine the scaling of the texture.
float resulting_value = 1 / ((int) textureSize * 128);
The values/ranges of the texture size is: | integer value | resulting value | result |
---|---|---|---|
0 | NaN (divide by zero) | math error/crash | |
1 | 1/128 | Smallest scale | |
greater than 1 | less than 1/128 | Greater scaling |
A smaller resulting value means the texture is repeated (i.e. the texture coords wrap around) less often.
To get a small example consider this page http://resumbrae.com/ub/dms424_s05/10/print.html (scroll down to the second GL_OBJECT_LINEAR header.)
Replying to [comment:6 MaNGusT]:
what else is necessary to do to commit this ? I think the licensing and whether you are the original source for this material should be made explicit.
I also think those hard coded values should be loaded from a CSV file along with the ground types (I know there's not much you can do in that department.)
MaNGusT commented
Replying to [comment:7 Safety0ff]:
Replying to [comment:6 MaNGusT]:
what else is necessary to do to commit this ? I think the licensing and whether you are the original source for this material should be made explicit. about license... does CC BY-SA 3.0 license work well for that? or GPL2 + CC BY-SA 3.0? about source... the only texture I used as "source" was the old trunk texture of snow by Mysteryem. Others textures were generated by texture generator and then mixed and corrected in photoshop. So, I think there are no source textures and also nobody can't repeat them(even I) because texture generator use the "random seed" option with values from 0 to 10000 for an each action.
Buginator commented
Adding file to fix compile & hopefully working textures in skirmish / mp games now.
While I did test locally, I have other issues with trunk that is preventing me from testing anything other than the initial entry into the game.
Buginator uploaded file texture-mp-sp.patch
(30.4 KiB)
MaNGusT commented
You forgot to add to the patch the cam2change.wrf, cam3change.wrf
cybersphinx _uploaded file new_textures-fixed.patch
(32.2 KiB)_
Original patch fixed to compile, plus multiplayer, plus ntw (ntw not tested).
MaNGusT commented
What does this mean?
Binary files a/data/base/texpages/page-80-water-1.png and b/data/base/texpages/page-80-water-1.png differ
Binary files a/data/base/texpages/page-81-water-2.png and b/data/base/texpages/page-81-water-2.png differ
cybersphinx commented
Oh, that just means that your pages 80 and 81 differ from those in the game. Shouldn't matter for the patch.
MaNGusT commented
if you need those changed textures of water and bottom. just say. http://forums.wz2100.net/viewtopic.php?f=3&t=6101&start=15#p65876
dak180 edited the issue description
Buginator uploaded file tileset.zip
(2.5 KiB)
Buginator commented
OK, I made it so that all values can be modified outside of warzone. See tileset.zip and you can pretty much figure out things. (I hope)
Can you make the requested texture changes that are mentioned in that thread, and upload the changes ?
MaNGusT changed _comment0 which not transferred by tractive
MaNGusT commented
Replying to [comment:15 Buginator]:
Can you make the requested texture changes that are mentioned in that thread, and upload the changes ?
Which ones? to make water more desaturated or remake it(many users don't like my water at all)? What else? Zarel suggested me to increase the saturation a bit in Arizona and Mountains textures(I agreed). I've skipped the posts where people don't like post-apocalyptic theme. there are many suggestions but devs should decide which of them should be committed.
keyword_terrain_texture
resolution_fixed
type_patch (an actual patch, not a request for one)
| by MaNGusTall textures are 2048x2048, 8bit depth.
the only thing I don't understand is
what does this value mean? If someone can experiment with this a bit and find the best values, it will be good. :-)
about the water textures. I've uploaded them too because for me they look not so annoying than previous. To make water looks like real water we need to rewrite the animation code. mb do it like I said before-> http://forums.wz2100.net/viewtopic.php?f=33&t=5311&start=75#p62430 or mb do it by another way.
Crushed texpages; all in one zip file.
Issue migrated from trac:2013 at 2022-04-15 22:08:50 -0700