New Build (2011-02-15)

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Tue Dec 27, 2011 3:12 pm

A fancy new renderer would need fancy new game assets to take advantage of it and a new asset pipeline to load them. At some point, it would be easier to start over from scratch...

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Red Devil
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Re: New Build (2011-02-15)

Post by Red Devil » Tue Dec 27, 2011 6:23 pm

i think you've done excellent and incredible work, Ken. 8-)

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Zax
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Re: New Build (2011-02-15)

Post by Zax » Tue Dec 27, 2011 6:53 pm

Ultraken wrote:A fancy new renderer would need fancy new game assets to take advantage of it and a new asset pipeline to load them. At some point, it would be easier to start over from scratch...
BZ3

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Re: New Build (2011-02-15)

Post by Commando » Tue Dec 27, 2011 8:30 pm

Good luck with that one.

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Zenophas
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Re: New Build (2011-02-15)

Post by Zenophas » Tue Dec 27, 2011 10:21 pm

Red Devil wrote:i think you've done excellent and incredible work, Ken. 8-)
^This.

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Re: New Build (2011-02-15)

Post by Apollo » Wed Dec 28, 2011 12:55 pm

Battlezone doesn't need all the fancy shaders of modern game engines, it just needs to work well at what it does and allow a little room for growth. Such things as 32bit color, png support, MPI, lighting, mod switching, a better sound and gamespy api. Maybe even long name support.

If you wanted better shadows, make a custom shadow per object and assign it via odf.

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Re: New Build (2011-02-15)

Post by Zenophas » Wed Dec 28, 2011 6:00 pm

Apollo wrote:Battlezone doesn't need all the fancy shaders of modern game engines, it just needs to work well at what it does and allow a little room for growth. Such things as 32bit color, png support, MPI, lighting, mod switching, a better sound and gamespy api. Maybe even long name support.

If you wanted better shadows, make a custom shadow per object and assign it via odf.
I agree with this. By PNG, do you mean that as an alternative to MAP textures? Cause' MAPS really awful.

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Re: New Build (2011-02-15)

Post by Apollo » Wed Dec 28, 2011 9:19 pm

Png is compressed and can use an alpha channel, which would be good for new assets for the game.
Map format has better size for 512x512, larger textures png is far smaller and larger map files cause the game to pause for loading.

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Mon Jan 02, 2012 5:52 pm

MAP files are basically raw binary data with a relatively simple format:
  • width (16 bits)
  • type (16 bits)
  • height (32 bits)
  • data (varies)
Width and height describbe the width and height of the texture and should be the same.
If type is 0, data contains width * height 8-bit color indices.
If type is 1, data contains width * height 16-bit color values in A4R4G4B4 format.

MAP files didn't need compression because ZFS already did that for it. That doesn't help so much for mods, though...

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Re: New Build (2011-02-15)

Post by Apollo » Mon Jan 02, 2012 7:36 pm

12bit tanks skins are far better but i would rather see map format replaced, along with any palettes. (guess that's a 1.6 thing)

Would you make a rally point for objects created from the recycler and factory?

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Mon Jan 02, 2012 7:51 pm

I'd need the original art assets to build a full set of 16-bit or 32-bit textures, and those may well be lost forever. I wish I had burned them onto a CD or something back when I had access...

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Re: New Build (2011-02-15)

Post by Apollo » Mon Jan 02, 2012 8:04 pm

Well we can use the 8bit planet textures for a while converted to 24bit and later gets an artist to remake them.

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Thu Jan 05, 2012 12:46 am

That would improve things slightly since palette values are currently crushed down to 16 bit (R5G6B5).

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