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FPSC Classic Models and Media / Sick of the low res textures you get? well look no further the future of textures is here.

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Aertic
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Posted: 4th May 2008 22:52
Hi folks, on a range of 1-10 say how good this looks?






It may take awhile to load, but whilst loading, listen and read:

How did I do this, simple I used signs to create a segment that had a texture of 2078x2078, then I saved it, after that i deleted the DDS files FPSC made when I tested with 512x512.

Now I replaced the TGA's with the original 2078x2078, and upobove is the result, no blur at all, I hope this in someway is usefull.

Now onto 4078x4028...*evil grin*.

puppyofkosh
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Posted: 4th May 2008 22:53
Nice work!

Aertic
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Posted: 4th May 2008 22:54
Just incase they dont load.

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Aertic
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Posted: 4th May 2008 22:56
screen2

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Aertic
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Posted: 4th May 2008 23:29
I'm uploading the segs to filefront, wait awhile guys, these are worth the wait.

Aertic
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Posted: 4th May 2008 23:53
And the link:

http://files.filefront.com/lt+rar/;10134163;/fileinfo.html

-Sorry for double posting, forgot to use edit-

Lennard
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Posted: 5th May 2008 00:10
hmm..intresting but shoulden't you replace the .dds with 2078x2078 ?
Or why does fpsc need these .dds files anyway ?

Aertic
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Posted: 5th May 2008 00:11
No, you delete them, FPSC makes the dds's when testing.

Silvester
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Posted: 5th May 2008 00:17
2MB large *.jpg's? quite a huge size for a *.jpg image...

and it tells me its not even a valid .jpg image when I download it... odd.
Aertic
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Posted: 5th May 2008 00:19
Odd?
They upload for me.
Well, this is a stunning if you can see it.

Lennard
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Posted: 5th May 2008 00:22
oh, so .dds files are just for quick building/loading textures when testing game.

Aertic
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Posted: 5th May 2008 00:23
Yeah, also when I builded a game with these the loading time was still the same as it would be when using 512x512.

Avid
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Posted: 5th May 2008 01:57
DDS stands for Direct Draw Surface.

What this translates to in practical terms, is a format that is optimised for quick rendering, load times and memory usage in relation to the DX9 api, so you should always use these where possible.

Although the game will accept bitmaps, it's best to save as you go along, you'll end up having to convert them anyway (a bitmap is one byte per pixel, which soon adds up).
metalkill
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Posted: 5th May 2008 02:19
stunning?


Leaning Objects To The Side
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Posted: 5th May 2008 03:11
the floor texture is nice..i couldn't see the wall texture it's a little dark...all still looks good. I give it a 8..keep up the good work..

Cheers,
Tanya.
SamHH
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Posted: 5th May 2008 04:15 Edited at: 5th May 2008 04:36
Having that big a texture size for segments is just unnecessary. A 1024by1024 or 512by512 texture is plenty of space if you have a good texture.



Silvester
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Posted: 5th May 2008 09:19
Oh, and why 2078? its:


Anyway, I never had trouble with blurry textures, Since I've never seen them.
Aertic
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Posted: 5th May 2008 11:16 Edited at: 5th May 2008 11:17
I just had 2078x2078 on my painting tool, But this is what I wanted to avoid.

(Texture size in this pic is 512x512.)

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Lennard
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Posted: 5th May 2008 11:16
Correct me if I'm wrong but all Next-gen Games use in high texture settings resolution 2048x2048. Maybe even bigger, who knows.

Crysis uses on low settings - 512x512
medium/high settings - 1024x1024
highest - 2048x2048

Aertic
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Posted: 5th May 2008 13:19
Nope, crysis used 1024x1024 on high.
But, Ive now used 4024x4024 and the definition is much clearer, its a little less Bluured but looks magnificently good, If I make a texture thats around 16024x16024 then we will have textures nearly as good as crysis because Ive seen that in farcry you can change the resolution of the textures in the editor with a few clicks and typing.

Well im off and onto 8024x8024 now, during the time, just looks how clearer this is.
Oh and this is a heavy image... again.

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Silvester
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Posted: 5th May 2008 13:27
You do know that this will increase loading times alot?

Anyway, that last picture shows 4 completely different textures, they are not similar so no way to compare them(Different colors on the walls, and the floor on the left has WAY more scratches then the one on the right)
Aertic
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Posted: 5th May 2008 13:40
No, im comparing them on the blur and definiton I get.
Its the point of the test actualy.
and I know it'll increase the loading time, but look at stalker, it is freeroam but the loading time is horrendously big aswell as great textures, and we could always imrove our gameplay within the engine by scripting more than a lot, look at beyond life, the gameplay in that was brilliant, and only in a few scripts, these scripts may add more time onto loading, but the outcome can improve the scene of the game,
All we need now is the engine to have better rendering and a higher polygon count then we have the abbility to harnest them abbilities and
improve our games with them, again take a look at beyond life, you lagged like hell becuase of the polygons in the scene, the howl loading time was for the polygons because the textures were simply 512x512, now if you changed the texture sizes of the game that are bigger and higher res, the loading time woild take a little more but you'll have a game that looks better than the rest, what Im often doing with is using it for texture's, so I can see them ingame, now if I used these textures in farcry or crysis or another next gen game (as long as the textures are good looking), the'll look much better than usual, I know that im choosing the wrong canvas size for the texture but that doesnt matter at the moment to me, all Im doing is marhcing ahead Creating this massive texture, and then using it in fpsc.

I know what Im doing is totaly crazy and such, but what Im proving is that using larger texture sizes can make a diffrence in the look, and feel of this game, the only things we need sorting out is
the polygon limit, and the shaders, because using a shader nowadays often looks terrible because of terrible lighting FPSC has to offer, sure, fpsc aint nextgen, but it is still achivebale.

-Nathan.

Lennard
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Posted: 5th May 2008 22:53 Edited at: 5th May 2008 22:57
Are the floors also in different textures sizes(2048x2048 vs 4096x4096)? I can't really see big differences with wall textures but with floor yes(2048 looks better ) .

High setting was in Crysis 1024x1024, thats what I said.
Modded highest setting was 2048x2048.

I think there is no point to push it over 2048x2048 size, because it look allready good in that size and differences would only be seen with higher screen resolution.

Avid
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Posted: 5th May 2008 22:57
They need to be in powers of two, other wise you lose the benefits of the dds file format (it might not even save in fact). That would be as follows:

256
512
1024
2048
4096

I'd suggest 1024 as the generic setting, 2048 for something larger and more detailed.

You can also make textures 256x1024, or 512x4096 etc. Basically any of those multiples go together.
Aertic
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Posted: 5th May 2008 22:58
Ah, yes thats the modded settings.
Also you're right about pushing it, Dont want to go to far because the GPU will not like 8000+.

The details in 1064 and 2078 isnt much actualy, Its only less blur.

Lennard
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Posted: 5th May 2008 23:04
Tatters, you should make 512x512 vs 1024x1024 vs 2048x2048 picture. All on one image.
Or even a better idea would be a .gif image, like game tweaking guides have. You just hover over the picture with ur mouse and you see differences in resolution.

Aertic
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Posted: 5th May 2008 23:19
Thats a great Idea actualy, I would love to code somthing like that in DB, although i dont know Basic yet.
But If you are mad about the resolution of you're game then use 2048x2048, if you a crackhead then be one and do 8000+, of course you're a fool if you do that but if you want to then do so.

Lennard
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Posted: 5th May 2008 23:51
Huh Darkbasic coding ? you don't need to code that...
What i meant was just some simple image comparison.

Like this, see it yourself in this tweak guide of Crysis.
http://www.gamespot.com/features/6182140/index.html

Avid
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Posted: 6th May 2008 01:56
You don't even need to code it in game. That's what mipmaps are for. Save a dds file with mipmaps, and as the texture gets further away from the player,lower and lower res versions are shown. This goes hand in hand with trilinear filtering (blends the gaps between them) and anisotropic filtering (blends textures so they don't look blocky when resized).

But I will stress, all sizes MUST be in powers of two. Sure you can use your game with bmp files at strange sizes, but your game will load slowly and play slowly, so I implore you to follow this advice. This also extends into modelling. If it can't be seen - delete it. Rather than making little details, use a normal map.
Lennard
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Posted: 6th May 2008 07:25
o.O

You understanded my idea like that. lolz, sounds intresting

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