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Topic: Vurt's Thief 2 Graphics Overhaul
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686e93e02874d
np, let me know if there's something else.
Acknowledged by: voodoo47

686e93e0288c4voodoo47

686e93e02891d
was just about to say this should be it for now, but yeah, the airlock texture, lets maybe get that one up to scratch too.
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686e93e028a3b
This is as close as i can get with that one.

well, i can get closer but the quality will suffer a lot, the metal will look pixelated etc. These textures are hard because of how it interprets the pixelated metal, so to get a smooth metal surface without it adding rivets and whatnot isn't easy. Low-res wood is much easier.
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« Last Edit: 28. December 2024, 18:31:11 by vurt »

686e93e028b59voodoo47

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hmm.. that one will have to be adjusted, it somehow got brownish at certain places, and there is an extra thin grey line on the left and right side that shouldn't be there. few lines are missing in the corners if you check my screenshot, and those that are still there got curved.

maybe one more pass, and then we'll just pick one that's better, and maybe I can adjust it slightly myself (I actually can do a little bit of texture work if it's not too complicated).
686e93e028cf1
it was the best of around 40 images. but i can try to smooth the original image, maybe that gets rid of the pixelation artifacts. i'll do a test later.

since it's not a color texture you can always change saturation to get rid of the red/brown pixels btw.

edit:

way more blurry though.. i prefer the former personally. just make sure you reduce the saturation.
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« Last Edit: 28. December 2024, 21:27:10 by vurt »

686e93e028d91voodoo47

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wonder why it just deletes the few lines that are connecting the circle to the corners. ah well, this will have to do then, I guess - thanks.
686e93e028f15
...depends on how hard you go with the img-img generation. this is "tracing" the image to around 45%.. i can trace it to 60-70% and they will appear for sure, but the quality will be awful, much worse than the blurry version above.
AI is unfortunately tedious to work with, every image has to be generated usually 5-100 times, depending on what it is, usually one image comes out that looks decent. the prompt has to be descriptive enough, and this is perhaps where i am lacking the most since English isn't my first language.

686e93e028fe0voodoo47

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interesting - one would think the broken wall would be much more difficult to generate, but it came out pretty much perfect on the second try.

oh well, not going to look a gift horse in the mouth too much - thanks either way.
« Last Edit: 29. December 2024, 00:30:42 by voodoo47 »
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it's great at very detailed stuff such as something broken, not so good at cleaner stuff.

buuut... you can obviously train a model on really clean stuff which has very little detail, that would've worked well for that clean valve door.
i don't have such a model though. my models are now very old, i made most of them last year and a few in early 2024. i'll get back to doing them at some point i guess, it's extremely time consuming.
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what's the file size limit on here btw?

I was messing around with some of my older AI models and one of them is really good at creating Sci-fi doors/walls/crates. I can do a SS2 inspired texture pack as a modder's resource and put it up here... but it's going to be big.. i can use nexus mods otherwise.

686e93e029357voodoo47

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mod/admin account does not have a limit, but I'm thinking if it's more than 200MB, then we probably should host it elsewhere - Nexus if you like that, and maybe a ModDB mirror for people who can't be bothered to create accounts.
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ok, i put up a small resource pack under General. 
Acknowledged by: voodoo47
686e93e029722
I had to modify the leafes a bit for it to work properly without too much clipping. Also I made the plant a bit smaller so the eye position is more in line with the original one. It still looks bigger because of the leafes on the top.
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686e93e029809voodoo47

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definitely better, but not 100% what I had in mind (masking the base of the stalk completely so it would look less weird when rotating). one can still see it going into the ground, and rotating oddly (not centered - maybe that is what's throwing me off).

but if this is what it is, then I would say it's ok, no such thing as perfection in this world.
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I thought I had it centered. Don't have like a really good way to test it out. I'll take another look at it.
Acknowledged by: voodoo47
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I tried to set up a Tweq to have a better look at it, if it's really centered, but I couldn't figure out how to set it up.
Does the first one I edited rotate properly?

686e93e029b3dvoodoo47

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yes, it rotates fine, but as mentioned, the stalk is not centered, or rather, the point of rotation is not at the center of the stalk.
https://www.youtube.com/watch?v=htmQHtk9e_w
the extra stationary leaves are helping, but they are not covering the base of the stalk completely, so it's still visible.
686e93e029c8b
With properly I mean, is the stalk centered? I used a slightly different method for the first edit I did. If that is properly I can go from there.

686e93e029d30voodoo47

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oh right, this is the second model, lets see.. nope, the first one was also not centered (same thing, the point of rotation is not at the center of the stalk).
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Can you send me a screenshot how to set up a tweq, or something else so I can test it in ss2?

686e93e029ed0voodoo47

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it's controlled by camera params, actually.
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686e93e02a05aZylonBane

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But since the camera AI uses a joint to point itself, it's easier for testing purposes to just set up a joint tweq. Specifically:
Tweq/Joints:
  Halt: Continue
  Joint1AnimC: Wrap
    rate-low-high: 25, 0, 360
Tweq/JointState
  AnimS: On
  Joint1AnimS: On

Although, just changing the model on a security camera to the plant model might work.
Acknowledged by: voodoo47
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I would be fine if it would just rotate constantly.

EDIT: I realised what ZylonBane wrote was exactly that.
Thanks for your help, both of you.
« Last Edit: 25. February 2025, 04:49:02 by Olfred »
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Please check if this is working.
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