6740ab289e3e3

6740ab289f08f
2 Guests are here.
 

Topic: SS2 "tech" texture families Read 18298 times  

6740ab289f6b7ZylonBane

6740ab289f736
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?

6740ab289f8b4Nameless Voice

6740ab289f90f
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.

6740ab289f9bcZylonBane

6740ab289fa25
Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?

6740ab289fae9Nameless Voice

6740ab289fb33
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.

6740ab289fbeeZylonBane

6740ab289fc38
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.
6740ab289fd27
Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D

6740ab289fddbZylonBane

6740ab289fe2c
No, it doesn't. And it never, ever will.

6740ab28a012bZylonBane

6740ab28a017a
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.

6740ab28a022cNameless Voice

6740ab28a0279
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.

6740ab28a0539Christine

6740ab28a058c
Looks great  :thumbwink:

Makes me think about replacing the old tech textures with your new ones in my levels.  :)

6740ab28a077eZylonBane

6740ab28a07da
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?

6740ab28a088eNameless Voice

6740ab28a08dc
Probably, I honestly don't know.

We do have the source code, though, so maybe someone else might get it to work some day.

6740ab28a09deZylonBane

6740ab28a0a34
Before:
Image: http://img141.imageshack.us/img141/2476/p0023ce8.gif

After:
Image: http://img516.imageshack.us/img516/2429/poo23xrn6.gif

This texture took me a freaking week to get right. Argh... I hate organic textures. At least this one is anatomically correct now.

6740ab28a0c1cChristine

6740ab28a0c76
awesome, great work, ZylonBane  :thumbwink:

6740ab28a0d11Nameless Voice

6740ab28a0d78
That texture is really most excellent.
Great work, ZB!
6740ab28a0e6c
WOW. Very nice work! I hope to see it in-game soon.

6740ab28a0f1fZylonBane

6740ab28a0f6c
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.

6740ab28a101eNameless Voice

6740ab28a107a
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?

6740ab28a1340ThiefsieFool

6740ab28a1393
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

6740ab28a1473ZylonBane

6740ab28a14cb
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.
2 Guests are here.
"a mechanical man and his heartbeat"
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740ab28a1ab2