6740a3f68ce19

6740a3f68e14d
1 Guest is here.
 

Topic: SS2 "tech" texture families Read 18282 times  

6740a3f68e844ZylonBane

6740a3f68e8a8
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?

6740a3f68ea59Nameless Voice

6740a3f68eaae
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.

6740a3f68eb63ZylonBane

6740a3f68ebc0
Okay, cool. So if someone were to, say, pack them all into a single FAM, it wouldn't exceed any DromEd limitations, yes?

6740a3f68ec85Nameless Voice

6740a3f68ecd5
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.

6740a3f68ed86ZylonBane

6740a3f68edd0
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.
6740a3f68eeb2
Does this mean we're finally getting updated monitor textures with the next SHTUP update? Hooray! :D

6740a3f68ef3eZylonBane

6740a3f68ef85
No, it doesn't. And it never, ever will.

6740a3f68f23fZylonBane

6740a3f68f2ac
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.

6740a3f68f344Nameless Voice

6740a3f68f38d
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.

6740a3f68f70aChristine

6740a3f68f77e
Looks great  :thumbwink:

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

6740a3f68f9dcZylonBane

6740a3f68fa2d
If Timeslip ever gets the high-resolution texture wrapper to support SS2, then these would be even more useful.
Hasn't he abandoned DDFix?

6740a3f68facfNameless Voice

6740a3f68fb1b
Probably, I honestly don't know.

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

6740a3f68fc36ZylonBane

6740a3f68fc82
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.

6740a3f68fe3fChristine

6740a3f68fe87
awesome, great work, ZylonBane  :thumbwink:

6740a3f68ff0eNameless Voice

6740a3f68ff56
That texture is really most excellent.
Great work, ZB!
6740a3f69005a
WOW. Very nice work! I hope to see it in-game soon.

6740a3f6900fbZylonBane

6740a3f690144
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.

6740a3f6901e3Nameless Voice

6740a3f690231
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?

6740a3f69062fThiefsieFool

6740a3f690693
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

6740a3f69078eZylonBane

6740a3f690808
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.
You should try that - jumping off the edge of the ship into empty space and looking back at the ship as you descend into oblivion....funniest thing!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740a3f6917cb