67b51418e8eae

67b51418eb3e2
1 Guest is here.
 

Topic: SS2 "tech" texture families Read 19514 times  

67b51418eba31ZylonBane

67b51418eba97
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?

67b51418ebbd7Nameless Voice

67b51418ebc24
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.

67b51418ebcbfZylonBane

67b51418ebd17
Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?

67b51418ebdcfNameless Voice

67b51418ebe1a
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.

67b51418ebec1ZylonBane

67b51418ebf22
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.
67b51418ec016
Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D

67b51418ec09aZylonBane

67b51418ec0e3
No, it doesn't. And it never, ever will.

67b51418ec3a0ZylonBane

67b51418ec3e8
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.

67b51418ec491Nameless Voice

67b51418ec4da
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.

67b51418ec7d8Christine

67b51418ec82c
Looks great  :thumbwink:

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

67b51418eca51ZylonBane

67b51418ecaa4
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?

67b51418ecb4bNameless Voice

67b51418ecb95
Probably, I honestly don't know.

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

67b51418ecc8dZylonBane

67b51418eccd6
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.

67b51418ecec2Christine

67b51418ecf12
awesome, great work, ZylonBane  :thumbwink:

67b51418ecfa7Nameless Voice

67b51418ecff0
That texture is really most excellent.
Great work, ZB!
67b51418ed0bf
WOW. Very nice work! I hope to see it in-game soon.

67b51418ed16eZylonBane

67b51418ed1b8
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.

67b51418ed25bNameless Voice

67b51418ed2a5
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?

67b51418ed536ThiefsieFool

67b51418ed585
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

67b51418ed634ZylonBane

67b51418ed67f
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.
There ain't enough lipstick for that pig.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b51418ee6e4