Author Topic: High resolution 32 bit texture pak compilation  (Read 112535 times)

Offline |iR|Focalor

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Re: High resolution 32 bit texture pak compilation
« Reply #15 on: October 26, 2008, 04:54:19 AM »
The screens really don't do the textures justice.  The modulate/intensity levels you have there make everything look pale.  The intensity filter is particularly evil, it basically halves your color range with the default value of 2.0.

Have you thought about doing away with intensity and adding proper brightness/contrast?  I have code for this right here, it also includes a saturation filter, as well as monochrome and inversion controls:

http://jdolan.dyndns.org/trac/browser/quake2world/src/r_image.c#L281
This code is now available in the latest R1GL with set gl_texture_lighting_mode "1"

Do you have any screenshots showing what the difference is, kind of like the ones you posted in the original post?

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« Last Edit: October 26, 2008, 04:58:10 AM by [EoM]Focalor »
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Offline ijag

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Re: High resolution 32 bit texture pak compilation
« Reply #16 on: October 28, 2008, 08:36:24 PM »
Great job on this texture pak. I have noticed a conciderable difference on everymap so far.
Thnx
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Offline froggy

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Re: High resolution 32 bit texture pak compilation
« Reply #17 on: December 03, 2008, 09:07:46 AM »
Nice!

So R1 there would still be a metric assload of other textures to replace to cover the rest of gloom: e1u2 through e3u2?
« Last Edit: December 03, 2008, 09:10:28 AM by froggy »
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Offline [BTF] Reflex

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Re: High resolution 32 bit texture pak compilation
« Reply #18 on: December 03, 2008, 10:03:10 AM »
The screens really don't do the textures justice.  The modulate/intensity levels you have there make everything look pale.  The intensity filter is particularly evil, it basically halves your color range with the default value of 2.0.

Have you thought about doing away with intensity and adding proper brightness/contrast?  I have code for this right here, it also includes a saturation filter, as well as monochrome and inversion controls:

http://jdolan.dyndns.org/trac/browser/quake2world/src/r_image.c#L281
This code is now available in the latest R1GL with set gl_texture_lighting_mode "1"


I tried both,  still prefer it 'pale'


Dunno if it was trying that setting and going back,  or the latest r1q2 update..  but particle effects seemed a bit different
distracting for the first game or 2 but couldn't put my finger on exactly what it is about them.
« Last Edit: December 03, 2008, 12:04:36 PM by [BTF] Reflex »
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Offline VaeVictis

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Re: High resolution 32 bit texture pak compilation
« Reply #19 on: March 22, 2010, 12:54:38 AM »
hey r1ch man... GREAT stuff :) i absolutely love it, looks amazing on every one of those maps.... except rdm2 :(

basically i took my mostly clean egl client, put this pak in, and copied the bsp files over from my r1q2 client... they all look very sexeh, EXCEPT q2rdm2, it looks absolutely horrid :/ the textures arent laying right or anything... its making me kinda sad honestly, any idea what the problem could be?
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Offline R1CH

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Re: High resolution 32 bit texture pak compilation
« Reply #20 on: March 22, 2010, 02:53:28 PM »
What does it look like? Mine looks fine:

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Offline VaeVictis

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Re: High resolution 32 bit texture pak compilation
« Reply #21 on: March 22, 2010, 03:07:15 PM »
i have a screenshot but its .tga :/ any cvar to change egl to take screenshots in png or jpg?
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Offline R1CH

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Re: High resolution 32 bit texture pak compilation
« Reply #22 on: March 22, 2010, 03:13:41 PM »
EGL might not be doing texture scaling. I'm not sure how it uses hi-res textures.
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Offline VaeVictis

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Re: High resolution 32 bit texture pak compilation
« Reply #23 on: March 22, 2010, 03:18:44 PM »
EGL might not be doing texture scaling. I'm not sure how it uses hi-res textures.

well all the other maps look awesome :/ thats the weird part
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Offline Whirlingdervish

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Re: High resolution 32 bit texture pak compilation
« Reply #24 on: March 22, 2010, 05:20:57 PM »
Vae, you can use this to open .tga and save them as other formats like .jpg and .png:
It's freeware.

http://dervish.tastyspleen.net/files/iview399.exe
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Offline VaeVictis

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Re: High resolution 32 bit texture pak compilation
« Reply #25 on: March 22, 2010, 08:59:09 PM »
It looks like its not scaling the textures down which is confusing me because all the other maps look absolutely amazing, heres a pic
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Offline R1CH

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Re: High resolution 32 bit texture pak compilation
« Reply #26 on: March 23, 2010, 05:53:57 AM »
Yep EGL isn't doing texture scaling. Not much you can do about that unfortunately (other than switch to R1Q2!), it's just the way the map was designed - all the textures are 50% stretched and EGL doesn't apply this to the hi-res replacements.
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Offline VaeVictis

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Re: High resolution 32 bit texture pak compilation
« Reply #27 on: March 23, 2010, 03:22:31 PM »
Yep EGL isn't doing texture scaling. Not much you can do about that unfortunately (other than switch to R1Q2!), it's just the way the map was designed - all the textures are 50% stretched and EGL doesn't apply this to the hi-res replacements.

thats very sad :( i guess the pak isnt for me then because i only use high res textures with egl, my r1q2 i use the stock textures because thats just how i like to play when im being competitive

thanks anyway r1ch :)
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Offline |iR|Focalor

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Re: High resolution 32 bit texture pak compilation
« Reply #28 on: March 24, 2010, 01:12:45 PM »
What does it look like? Mine looks fine:



What settings are you using? Looks like I really have no natural light source or shadows. I don't really want the shadows on entities like players and ammo boxes, those look kinda crappy. Looks like you have them off.

« Last Edit: March 24, 2010, 01:14:47 PM by |iR|Focalor »
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Offline R1CH

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Re: High resolution 32 bit texture pak compilation
« Reply #29 on: March 24, 2010, 09:39:08 PM »
Your gl_modulate is too high.
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