jdolan / quetoo-data

Quetoo ("Q2") game data. Creative Commons Attribution license.
http://quetoo.org
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Convert all normalmaps to RGB and re-zip maps #129

Closed jdolan closed 2 years ago

jdolan commented 2 years ago

We've recently dropped parallax mapping, and so there's no reason to include heightmaps or alpha-channel normalmaps in our game assets. Batch-converting all normalmaps that we have would allow us to:

  1. Spot the ones that are shit (alpha transparency makes this hard to detect)
  2. Save some disk space on pk3 archives

This can be done by simply:

  1. Unzipping all pk3's to ~/.quetoo/default
  2. Running a batch conversion on *_nm.*, *_norm.*, *_local.*, *_bump.* from RGBA to RGB using ImageMagick
  3. Re-zipping all pk3's (quemap -zip maps/my.map)
jdolan commented 2 years ago

Whoever takes this ticket should also edit all of the materials files to delete the parallax lines. They are harmless, but noise at this point.

Panjoo commented 2 years ago

Problem with the used textures is that, in order for parallax shadows to look better, I had to get rid of any drawn shadows. Like baked-in shadow borders that conflicted with the realtime shadowing. But now without the parallax shading, they look too flat.

I'm already going through the used textures one more time in photoshop to add back some more contrast and depth. My photoshop has the 'action-record' feature which allows me to do this easy and quick. I'll also get rid of the 32bit alpha channels from the _normals. I'm making new pk3's anyway now that I'm going over the maps one last time.

jdolan-chwy commented 2 years ago

We should just be able to tune the normalmaps (or even easier: just ramp up the roughness in the material file, which multiplies the X and Y but not the Z of the normalmap color) to give the textures more definition with respect to lighting. We shouldn't have "fake light" in the textures at all, parallax or no parallax.

jdolan-chwy commented 2 years ago

Either way, tho, thank you for doing this! 😍

Panjoo commented 2 years ago

Yes, one of the first things I noticed was that increasing the roughness has a nice effect. I also started testing with fresh .materials for the maps, and I have to say that with everything reset to 1 (default) it looks not half bad. From what I can tell at this point, I got a good feeling about this.

jdolan-chwy commented 2 years ago

Nice! You know about quemap -mat my/map.map generating a "clean" material file for you right?

Panjoo commented 2 years ago

... get rid of the 32bit alpha channels from the _normals ... also edit all of the materials files to delete the parallax lines.

-> This is done and will all be included in the Re-Zipped pk3's when they're ready.