67451ec14163f

67451ec142b37
1 Guest is here.
 

Topic: SS2 "tech" texture families Read 18395 times  

67451ec1430abZylonBane

67451ec143112
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?

67451ec1432b6Nameless Voice

67451ec14330a
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.

67451ec1433c0ZylonBane

67451ec143427
Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?

67451ec1434ecNameless Voice

67451ec143536
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.

67451ec1435efZylonBane

67451ec143639
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.
67451ec143735
Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D

67451ec1437c2ZylonBane

67451ec14380b
No, it doesn't. And it never, ever will.

67451ec143b78ZylonBane

67451ec143bc4
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.

67451ec143caaNameless Voice

67451ec143cf9
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.

67451ec144011Christine

67451ec144067
Looks great  :thumbwink:

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

67451ec1442d7ZylonBane

67451ec14432c
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?

67451ec1443e5Nameless Voice

67451ec144430
Probably, I honestly don't know.

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

67451ec144554ZylonBane

67451ec1445a3
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.

67451ec1447a8Christine

67451ec1447f3
awesome, great work, ZylonBane  :thumbwink:

67451ec144882Nameless Voice

67451ec1448cb
That texture is really most excellent.
Great work, ZB!
67451ec1449ee
WOW. Very nice work! I hope to see it in-game soon.

67451ec144a9eZylonBane

67451ec144ae7
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.

67451ec144b96Nameless Voice

67451ec144be8
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?

67451ec144ec8ThiefsieFool

67451ec144f19
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

67451ec144fd7ZylonBane

67451ec145041
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.
1 Guest is here.
Thank you for your patience.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67451ec148257