High resoultion textures needed.

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
Zapper
Posts: 1306
Joined: Sat Jan 29, 2005 8:00 am
Location: Denmark

Post by Zapper »

@Y_P and Dog.
1. LOD??(Level of Detail) is needed more then ever, otherwise we will stress the GFX more then we like, even big GFX cards can crumble with with bad pixel/poly management in the code.
Life suck's and then u play Alleg.
-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -
Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

The game already does LOD, the problem is nobody knows how to use it (I dont think). All the original models have LOD built in, but I dont think any of the new faction models do.

If you're talking about texture LOD, it's probably not worth it, the GPU will only draw as many pixels as it needs, and loading up more texture levels wouldn't be worth it because of the overhead.
Last edited by Orion on Fri Sep 15, 2006 2:43 pm, edited 1 time in total.
Image
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Getting a poly LOD system would still be extremely useful, especially w/ user selectable settings. That way we could include Higher poly count models without ruining the game for those w/ slower systems, which also indirectly helps the current high-res project. Slightly better models up close could probably get away with 1024^2 textures and still look better overall and use a lot less video memory than the current models would with 2048^2 textures.
SpaceJunk
Posts: 759
Joined: Wed Apr 06, 2005 7:00 am
Location: Collision orbit

Post by SpaceJunk »

Adaven wrote:QUOTE (Adaven @ Sep 8 2006, 08:00 AM) I pm'd SpaceJunk to get permission to touch up the clipping issues on his Uranium rock, but he hasn't responded yet.
Sry I've been off and now trying to run Alleg in an old 750Mhz with wireless connection.

You can do whatever you want with those textures, of course. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Image
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

I got my internet and computer set up again finally. /blush.gif" style="vertical-align:middle" emoid=":blush:" border="0" alt="blush.gif" />
Been quite busy at work and with the ladys, but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
-->>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 »

Your_Persona wrote:QUOTE (Your_Persona @ Sep 20 2006, 02:11 AM) but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
harrar! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by madpeople on Wed Sep 20, 2006 3:40 pm, edited 1 time in total.
Terralthra
Posts: 1748
Joined: Fri Nov 18, 2005 8:00 am
Location: San Francisco, CA, USA

Post by Terralthra »

Your_Persona wrote:QUOTE (Your_Persona @ Sep 20 2006, 11:11 AM) I got my internet and computer set up again finally. /blush.gif" style="vertical-align:middle" emoid=":blush:" border="0" alt="blush.gif" />
Been quite busy at work and with the ladys, but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
w00t! YP /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Hey Y_P, how did you come up with that template for the environments? I'm wanting to remake it at 2048 and have the lines crisp as possible to help minimize my human error.

I tried pulling up some of the globe#.mdl's in milkshape but it said it couldn't find a cvh nor some other important stuff. I'd like to know how I can view the uv map and also how you found the ratio's for the hexagons if you remember.

Thanks in advance.
Last edited by Adaven on Wed Sep 27, 2006 6:15 am, edited 1 time in total.
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

Adaven wrote:QUOTE (Adaven @ Sep 27 2006, 12:14 AM) Hey Y_P, how did you come up with that template for the environments? I'm wanting to remake it at 2048 and have the lines crisp as possible to help minimize my human error.

I tried pulling up some of the globe#.mdl's in milkshape but it said it couldn't find a cvh nor some other important stuff. I'd like to know how I can view the uv map and also how you found the ratio's for the hexagons if you remember.

Thanks in advance.
I had to write a program to draw the uv coords from the .x files. Thinking back, I probabally could of found one, but what the heck. /blush.gif" style="vertical-align:middle" emoid=":blush:" border="0" alt="blush.gif" />
Its really not much, and your will have to resize the window after loading a file to have it show all the points, but here is it if your interested.
http://austin.bluedepot.com/alleg/allegianceXuv.zip
It requires the .net 2.0 framework.

Also... currently each environment uses its own globe?.x file.
globe1.x uses environment1.bmp ect. But there is nothing preventing us from just copying globe1.x and using that same uv map for each environment texture.
Last edited by Your_Persona on Wed Sep 27, 2006 6:52 am, edited 1 time in total.
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

As a side thought.. It might be worth creating a new .x file for the environment that way you could increase the points in the sphere, and also use a different type of uv map. /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
Post Reply