67b50b67835e2

67b50b67857b6
3 Guests are here.
 

Topic: SS2 "tech" texture families Read 19504 times  

67b50b6785e4dZylonBane

67b50b6785ec2
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?

67b50b67860a6Nameless Voice

67b50b6786107
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.

67b50b67861d9ZylonBane

67b50b6786241
Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?

67b50b67868c8Nameless Voice

67b50b6786932
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.

67b50b6786a80ZylonBane

67b50b6786adf
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.
67b50b6786c70
Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D

67b50b6786d4cZylonBane

67b50b6786daa
No, it doesn't. And it never, ever will.

67b50b67871feZylonBane

67b50b678725c
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.

67b50b678734bNameless Voice

67b50b67873b1
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.

67b50b67877beChristine

67b50b6787837
Looks great  :thumbwink:

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

67b50b6787b30ZylonBane

67b50b6787b91
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?

67b50b6787c73Nameless Voice

67b50b6787cd4
Probably, I honestly don't know.

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

67b50b6787e40ZylonBane

67b50b6787e9e
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.

67b50b67880ebChristine

67b50b678813e
awesome, great work, ZylonBane  :thumbwink:

67b50b67881efNameless Voice

67b50b6788241
That texture is really most excellent.
Great work, ZB!
67b50b6788345
WOW. Very nice work! I hope to see it in-game soon.

67b50b678843dZylonBane

67b50b6788495
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.

67b50b67885c2Nameless Voice

67b50b678861b
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?

67b50b678897eThiefsieFool

67b50b67889dd
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

67b50b6788af2ZylonBane

67b50b6788b50
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.
3 Guests are here.
Lights go out, walls come tumbling down
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b50b6789ed4