Hello stupid bots! abuse+1280641422@107.191.118
Welcome to SMA. We have
no compulsory registration.

13 Guests, 0 Users
Stats: 10553 Posts in 1145 Topics by 445 Members & Guests.01. August 2010, 06:43:42
gfx* Home Help Search Chat Shop gfx
gfx
SMA » Community » Free Discussion » Topic: SS2 "tech" texture families » Page: [1] 2 3
gfx
[1] 2 3
0 Members and 1 Guest are viewing this topic.
 
SS2 "tech" texture families
Read 5987 times
ZylonBane
SS2 "tech" texture families
29. August 2008, 16:01:55
ReplyQuoteReport#0

Does anyone know why, in SS2, the animated monitor textures are split into three different families (st_tech, hyd_tech, tech)? There's a huge degree of redundancy between these three folders. There are 491 textures in all three of them individually, but once combined, there are only 240 unique textures.

So, is there some technical DromEd reason why they'd split them up like that?
Nameless Voice
Re: SS2 "tech" texture families
29. August 2008, 19:28:45
ReplyQuoteReport#1

The hyd_tech variants seem to be used on some Hydro maps.  They have no properties applied, which means that they will not make collision sounds, nor will they be fully illuminated like the normal tech screens.  Most normal tech screens also have animation flags of 200ms/wrap, which the hyd_ variants don't have.

But that looks more like an oversight than actual design, I have no idea why there are variants.
ZylonBane
Re: SS2 "tech" texture families
29. August 2008, 23:02:13
ReplyQuoteReport#2

Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?
Nameless Voice
Re: SS2 "tech" texture families
30. August 2008, 00:36:44
ReplyQuoteReport#3

Assuming they all use the same palette, no.
But the original missions would still be referencing them from their original families.

Unless there's a limit to the number of textures that can be in a family which I'm not aware of.
ZylonBane
Re: SS2 "tech" texture families
30. August 2008, 01:25:40
ReplyQuoteReport#4

I've sorted through all the combined "monitor" textures, and once the animation frames are factored out, it seems there are only about 70 unique monitor textures in the entire game.

Good. That's manageable.
Marvin
Re: SS2 "tech" texture families
30. August 2008, 01:43:29
ReplyQuoteReport#5

Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D
ZylonBane
Re: SS2 "tech" texture families
30. August 2008, 03:00:12
ReplyQuoteReport#6

No, it doesn't. And it never, ever will.
ZylonBane
Re: SS2 "tech" texture families
03. September 2008, 07:03:30
ReplyQuoteReport#7

Okay, so far so good...

Nameless Voice
Re: SS2 "tech" texture families
03. September 2008, 14:31:55
ReplyQuoteReport#8

Indeed.
ZylonBane
Re: SS2 "tech" texture families
03. September 2008, 16:52:18
ReplyQuoteReport#9

While it's true that SHTUP can't include resolution-enhanced terrain textures (since, as some folks aren't aware, modifiying the MIS files is the only way to increase the resolution of terrain textures), what I'm working on now is an enhanced monitor texture package, free for use by anyone whose mod already includes modified MIS files.

Given the tightly constrained scope of this project, I should be finished with it inside a month. I will need some 3D assistance. Just a couple of spinning logos and some globes.
Nameless Voice
Re: SS2 "tech" texture families
03. September 2008, 17:09:20
ReplyQuoteReport#10

If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Christine
Re: SS2 "tech" texture families
03. September 2008, 18:25:48
ReplyQuoteReport#11

Looks great  :thumbwink:

Makes me think about replacing the old tech textures with your new ones in my levels.  :)
ZylonBane
Re: SS2 "tech" texture families
03. September 2008, 20:28:54
ReplyQuoteReport#12

If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?
Nameless Voice
Re: SS2 "tech" texture families
03. September 2008, 22:42:06
ReplyQuoteReport#13

Probably, I honestly don't know.

We do have the source code, though, so maybe someone else might get it to work some day.
ZylonBane
Re: SS2 "tech" texture families
21. September 2008, 17:21:09
ReplyQuoteReport#14

Before:


After:


This texture took me a freaking week to get right. Argh... I hate organic textures. At least this one is anatomically correct now.
Kolya
Re: SS2 "tech" texture families
21. September 2008, 18:13:10
ReplyQuoteReport#15

Wow! Good work ZB.
Christine
Re: SS2 "tech" texture families
21. September 2008, 18:22:22
ReplyQuoteReport#16

awesome, great work, ZylonBane  :thumbwink:
Nameless Voice
Re: SS2 "tech" texture families
21. September 2008, 18:40:26
ReplyQuoteReport#17

That texture is really most excellent.
Great work, ZB!
leaf
Re: SS2 "tech" texture families
21. September 2008, 19:00:31
ReplyQuoteReport#18

WOW. Very nice work! I hope to see it in-game soon.
ZylonBane
Re: SS2 "tech" texture families
21. September 2008, 19:04:18
ReplyQuoteReport#19

Thanks. I should reiterate that these can only be seen in-game with map files that have been modified to use them. And some maps, we don't have the editable versions.
Nameless Voice
Re: SS2 "tech" texture families
21. September 2008, 21:55:50
ReplyQuoteReport#20

I'm going to see about getting TF to implement these into SecMod once you're done with them.
ADaOB also already modifies all the levels, so maybe they should be added to that, too?
ThiefsieFool
Re: SS2 "tech" texture families
21. September 2008, 23:27:42
ReplyQuoteReport#21

i wonder if i'd have to adjust some parameters or something, right now I boost the animation speed of almost every tech texture by x2 to make it animate smoothly (looks good for 99% of the textures), and that one seems like it's already smoothed


and that 'putting in' thing had better amount to some kind of replace_texture dromed command
ZylonBane
Re: SS2 "tech" texture families
21. September 2008, 23:54:19
ReplyQuoteReport#22

Yeah, for textures where it makes sense I'm providing alternate versions with twice as many frames. The example above is the "fast" version of that particular texture, designed for a 100ms frame interval.
ThiefsieFool
Re: SS2 "tech" texture families
22. September 2008, 02:45:30
ReplyQuoteReport#23

nice
ZylonBane
Re: SS2 "tech" texture families
22. September 2008, 03:25:59
ReplyQuoteReport#24

That reminds me, would there be any value to including high-framerate but original-resolution animations for use in the stripped levels?
[1] 2 3
0 Members and 1 Guest are viewing this topic.
 
gfx
SMA » Community » Free Discussion » Topic: SS2 "tech" texture families » Page: [1] 2 3
gfx
gfx
 
gfx

+ Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.
Name:
(?)
Look at you, ... , a pathetic creature of meat and bones!:
gfx gfx