32/24 bit art for allegiance

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

word on the street is that the allegiance engine is being upgraded to support 32 bit art, not just that, it will be able to read .bmp and .jpg natively (i've requested .png /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

so yeah, when making your textures, make them 32 bit or 24 bit, if you have the sources to old textures in 24 or 32 bit keep them.

we are looking to get a whole artwork folder in 32(/24) bit art (devs would like us to do this so they can concentrate on the code)

p.s. i think the .bmp s in the artwork source svn directory are all 24 bit /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

update,

QUOTE Yep 32 bits means 24+8alpha

Supported file formats will be those of the DX9 SDK, that includes bmp, jpeg, png, tga, .... I mentionned jpeg and bmp thinking ppl would prefer these but png is fine too.[/quote]

people making factions:
make sure you keep your original textures.

the devs would like a single place where they can get ALL of allegiance's artwork in 24/32 bit...

*goes off to pester people who have made new factions for their original textures*...

edit/update, all allegiance artwork will need to be in 32bit format, this means you will need to make add 8 bits of alpha to your 24bit bmps
Last edited by madpeople on Tue Apr 03, 2007 5:52 pm, edited 1 time in total.
Quia
Posts: 159
Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

I've started sifting through the artwork repository and all the bmp.mdl's that Allegiance uses.
There are 2304 files, including the ones from the new factions. Finding the 24 bit bmp's in the repository isn't that hard, I've already gotten to h.

We're going to need a batch tool to add the extra 8 bits of alpha data, there's way too many files to work with to do it by hand.
ImageImage
Adaven
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Post by Adaven »

Nice. The environments should get a definite boost then. I think all my stuff was based off of the repository textures so I shouldn't have to edit the base layer even.
Since we are talking 32-bit, does that mean that the alpha channel will actually cause translucency in game?
Your_Persona
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Post by Your_Persona »

Adaven wrote:QUOTE (Adaven @ Apr 3 2007, 10:27 PM) Nice. The environments should get a definite boost then. I think all my stuff was based off of the repository textures so I shouldn't have to edit the base layer even.
Since we are talking 32-bit, does that mean that the alpha channel will actually cause translucency in game?
maby we could use the alpha channel as a bump map or something.
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Adaven wrote:QUOTE (Adaven @ Apr 4 2007, 05:27 AM) Nice. The environments should get a definite boost then. I think all my stuff was based off of the repository textures so I shouldn't have to edit the base layer even.
Since we are talking 32-bit, does that mean that the alpha channel will actually cause translucency in game?
i believe it will.

i'm going to be writing some programs to do conversions + adding alpha (it looks like i'm coordinating this)

orion has said he has the original textures for his faction, i'm still waiting on noir and veggie

i'm right in thinking:

all model's textures are totally opaque
all sprites, convert the pixle to grey scale and the value you have is its alpha 00 totallt transparent FF totally opaque
everything else black is transparent, all other colours opaque

???

also, i may want a coredump output of all the cores we play (i don't know how to use core dump yet)
Last edited by madpeople on Wed Apr 04, 2007 9:03 pm, edited 1 time in total.
mdvalley
Posts: 324
Joined: Sun Nov 21, 2004 8:00 am

Post by mdvalley »

Iirc, all the interface pictures have a setting in the plaintext mdl that tells the engine whether the black is transparent or not. With some exceptions (e.g., the HUD), transparency is all or nothing. I suspect that the HUD's semi-transparent parts are hard-coded in.
madpeople
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Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

apparently the engine isn't going to compute alpha any more that's why i need to know what the engine does now to decide what is transparent and what isn't so i can add appropriate alpha channels to all of allegiances textures.

my plan is:find out what allegiance does to decide what alpha level to usecopy all the .bmp s from the art source which have the same name as a bmp.mdl in my artwork directory to a folder (make a folder with allegiances textures in bmp format basically) have my program export a list of textures found in the artwork directory that were not in the art source (new factions etc)arrange for me to be given the missing textures (pester noir, veggie and orion... and then the eor people - i don't know much about what they do, so i will probably just post in the eor forum)use coredump to give me lists of all weapon sprite textures, write a program that adds an alpha channel to them the same way allegiance would compute it (or approx)use coredump to give me a list of textures used on models, give them opaque alpha channellook at what i have got left - find out if i should make all black sections transparent or....(this post may be un-finished, dinner)
Orion
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Post by Orion »

DDS was made specifically for these types of applications (Games), unlike PNG. It remains compressed in video memory.

PNG is not the best thing since sliced bread, and it is not meant to be the all pervasive image format of choice in every facet of personal computing multimedia. Stop presenting it as such.
Image
madpeople
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Location: England

Post by madpeople »

ok orion, the final files will be in .DDS
...
but i'm going to be working on then in .png format /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> and converting them at the end, probably with the Texture Conversion Tool (texconv.exe)

edit;
these files i do not have a .bmp for
796 of them (the rest i have - 1508 of them /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
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orion, how many MB do all your original textures take up in a .zip / .rar (deciding how to get them to me, whether you can upload them somewhere)
Last edited by madpeople on Thu Apr 05, 2007 9:49 pm, edited 1 time in total.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

yeah being able to use bmp or png's directly will make it a little easier to test stuff as you work on it.
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