Page 2 of 3

Re: HQ Textures

Posted: Fri Jun 01, 2012 4:12 pm
by Zax
Then again you can always scrub it down with some forced x16 antistropic.

Re: HQ Textures

Posted: Fri Jun 01, 2012 5:14 pm
by Cyber
Ok, I compared 3 enlargers now.

Source picture was 256x256, transformed to 1024x1024

http://imgur.com/a/Tr8zJ

1.Normal "change-size" with Paint.net.
2.Paint.net enlarger (resizer) on ZA's suggestion.
3.And the best result with Photo Zoom.

Re: HQ Textures

Posted: Fri Jun 01, 2012 5:35 pm
by Zero Angel
The photo zoom one looks pretty good except for the jaggies.

That second pic looks like it was resized using nearest neighbor (the lowest quality scaling algorithm). Did you make sure that it was set to use HQ4x? That one is meant for increasing size by precisely 4 times (HQ3x for x3 resize, etc). A proper scale using the HQx algorithms should not produce the jaggy look seen in the photo.

Re: HQ Textures

Posted: Fri Jun 01, 2012 10:50 pm
by Nielk1
Personally I would look into a good fidelity vectorization.

Re: HQ Textures

Posted: Fri Jun 01, 2012 11:47 pm
by MrTwosheds
Also save yourself some trouble fooling with that ivtank pic.
You can now download the one I spent a lot of time working on, from my new partially and badly constructed homepage...
The Shed

Watch out for the Sleers!
This model and its xsi's are available for a limited period, until I catch them again...

Re: HQ Textures

Posted: Sat Jun 02, 2012 12:28 am
by Mortarion
MrTwosheds wrote:
I once used 4096x4096 while developing maps for vsr
That is a bit big really, I figure most people use 1280 x 1024 screen resolution, so the only people who are actually going to see a full 4098x4098 texture are those with really huge monitors.
Just got to be a bit sensible what sizes you use for what. 512 is ok for terrain detail, use 256 or 128 for layer 0, so hardcore retrogamers can still play on their steam powered pc's.
Units look great with 1024x1024, the high detail does not appear until you get close to it. That's what the dxtbz2 does, very good at being optimal.
I have used 2048x2048 textures for sky domes, because they look better that way, that's the only place I use them at that size.
like i said, it didnt work anyway. so need to take that out of context, son. i used 2048^2 for VSR map Ancient Outposts, I think all but one were that size but I don't remember. load up vsr and checkout the ground texture's detail. and on excavation I used 1024^2 for all of them IIRC, still working on it.

pretty much any size looks like **** on my moniter 1080 by 1900something.

Re: HQ Textures

Posted: Sat Jun 02, 2012 1:12 am
by General BlackDragon
*grabs a Sleer*

Ahh! It pee'd on me?! :shock:


And, Awww...No source image for the ivtank ? :cry:

Re: HQ Textures

Posted: Sat Jun 02, 2012 2:14 am
by MrTwosheds
Ahh! It pee'd on me?!
Sorry I just couldn't resist it. :)

Oh good point I think the zip only has dxtbz2 in it. I could add the psd or a png

Re: HQ Textures

Posted: Sun Jun 03, 2012 8:33 am
by Cyber
MrTwosheds wrote:
Ahh! It pee'd on me?!
Sorry I just couldn't resist it. :)

Oh good point I think the zip only has dxtbz2 in it. I could add the psd or a png
This is the bz2-stock-texture, should we begin our work with the stock-textures?
I think it would be better to start with the UEP skin, means we have to rework the tank again.

Re: HQ Textures

Posted: Sun Jun 03, 2012 10:29 am
by Nielk1
I once made some map textures at 4096 by 4096. They were fully generated textures and I think I showed them to ZA. They looked amazing in game but only because they were highly colorful so the increased depth was noticeable. With unit textures, this isn't so much an issue since they tend to be quite colorful.

I would love it if we could get some of that odd raster sprite to SVG conversion scripts working on BZ textures. I've seen one that correctly understood pixels in a shape that creates a curve and extrapolated the proper curve.

I still wish there was a proper way to apply a team color mask of some kind to units in BZ2, it would be one more little thing to bring the game up on par with others when it comes to graphics.

Re: HQ Textures

Posted: Sun Jun 03, 2012 12:50 pm
by MrTwosheds
I still wish there was a proper way to apply a team color mask of some kind to units in BZ2, it would be one more little thing to bring the game up on par with others when it comes to graphics.
There is one other way, but its complicated and involves working on the xsi's :(
3dsMax can apply materials per face, if a model is made like this, 2 textures can be used on it, one with the team colour one without, this can be exported to an xsi. I am using a combination of this and glow texturing for the Dalek race, the result is quite pleasing. Doing this to the stock models is probably not a viable plan though.
The brassy colour on my avatar here is all team color, both textures are actually mostly a grey colour.

Re: HQ Textures

Posted: Sun Jun 03, 2012 10:19 pm
by Cyber
MrTwosheds, maybe could you explain how you are doing this excellent detail reconstruction?

Re: HQ Textures

Posted: Sun Jun 03, 2012 11:11 pm
by MrTwosheds
THE HARD WAY! :lol:

Re: HQ Textures

Posted: Mon Jun 04, 2012 5:19 am
by Nielk1
MrTwosheds wrote:
I still wish there was a proper way to apply a team color mask of some kind to units in BZ2, it would be one more little thing to bring the game up on par with others when it comes to graphics.
There is one other way, but its complicated and involves working on the xsi's :(
3dsMax can apply materials per face, if a model is made like this, 2 textures can be used on it, one with the team colour one without, this can be exported to an xsi. I am using a combination of this and glow texturing for the Dalek race, the result is quite pleasing. Doing this to the stock models is probably not a viable plan though.
The brassy colour on my avatar here is all team color, both textures are actually mostly a grey colour.
But cutting the mesh along texture lines you also cause your colonizations to only be correct for the default skin.

Re: HQ Textures

Posted: Mon Jun 04, 2012 4:46 pm
by MrTwosheds
But cutting the mesh along texture lines you also cause your colonizations to only be correct for the default skin.
Sorry? in english? :)
Not cutting any mesh's
XSI

MeshMaterialList {
2; //2 materials
130; //130 triangles
0,
0,
0, //each of these 0 values determine which SI_material will be applied to that triangle. If the value is 1 then the second SI_Material listed for that mesh is used.

Two materials on 1 mesh

SI_Material {
0.588235;0.588235;0.588235;1.000000;;
0.400000;
0.900000;0.900000;0.900000;;
0.000000;0.000000;0.000000;;
0.000000;
0.328235;0.328235;0.328235;;

SI_Texture2D {
"dalekmb01.dxtbz2";
,,,,,,,,,,,,,,,,,,,,,,,,snip,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
}
}
SI_Material {
0.588235;0.588235;0.588235;1.000000;;
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
0.000000;
0.368627;0.368627;0.368627;;

SI_Texture2D {
"dalekmx00.dxtbz2"; //for some reason the teamcolored texture must be the second material.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''snip,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
}
}
}