Experimenting with detailed textures, with GIF goodness
Whiskas
05-30-2004, 11:25 PM
My gripe with the current detailed textures is that you can't really see them unless you're very close to a floor/wall. The only time they really catch my eye is when I'm prone or camping.
I found that if you're looking at far away surfaces (for example, looking out of the church in avalanche) the surfaces will still look like they did before detailed textures.
I decided to try my hand at making some detailed textures, with the goal of having them make a visual difference at longer distances.
And here are the results. The textures arent exactly perfect, I havent done any indoor textures yet and I'm not very happy with how the windows turned out. But I think I did a good job with the cobbles on the street. This should just give you an idea what I wanted to accomplish.
The gif files will switch between 2 pictures taken in the same place. One picture will have detailed textures on but will use the default detailed textures. And the second picture will also have detailed textures on but use my set of detailed textures. I think you'll know which one's which ;)
FIRST EXAMPLE (621kb) (http://members.shaw.ca/karskip/ava1.gif)
SECOND EXAMPLE (441kb) (http://members.shaw.ca/karskip/ava2.gif)
The colors look a bit blotchy, but it was either that or having 3mb gif files.
Pook2
05-30-2004, 11:30 PM
Looks damn cool, more like a real italian village.
Rancid Coleslaw
05-31-2004, 12:19 AM
It might just be the pictures, but the contrast seems a little too high. It scared the hell out of me the first time i saw the gif move on to the next frame.
Man i need sleep.
FreakBurrito
05-31-2004, 12:38 AM
Are the images lined up properly? Because if they are, then your textures are creating an EXTREME illusion of depth on the walls and stuff, which I like. The only problem I have is the colors seem off somehow.... I can't quite put my finger on it. But otherwise good work.
Faceman
05-31-2004, 01:46 AM
Kinda heavy on the Filter - Embross there.
Whiskas
05-31-2004, 02:20 AM
As I mentioned, I compressed the images more than I would have liked to, causing the pictures to have a limited palette and thus making them all blotchy. Look at the sky or the wallpaper on the 3rd floor of the apartment in the 2nd picture and you'll get an idea of how badly the compression messed up the colors. The point is to show you that it is possible to give an illusion of depth.
Come to think of it, caen would probably benefit most from these types of textures. There are many wide open areas, and unlike avalanche, which has mostly smooth walls (stucco, plaster, etc), caen on the other hand has alot of brick structures, and these kind of detailed textures would do a great job of making the bricks stick out.
gabagoo
05-31-2004, 02:40 AM
WOW to bad detailed tetures dont work for me :/
Silverghost
05-31-2004, 02:49 AM
Holy overkill on the contrast
Atleast your doing detail textures liek they supposed to be done, enhancing the default textures (poor mans bumpmapping)
Not just overlaying some random texture making it look craptastic like what we got now.
Tune the contrast down and your golden.
Swedish
05-31-2004, 03:01 AM
ROFL, it did scare me too. :D
But yeah, it's very nice but you went a bit too far with the detail textures. Or it could be because the quality went too far down, just try posting high-quality .jpeg pictures of each.
Anyways, the contrast just gets to me. :eek:
Craftos
05-31-2004, 04:43 AM
Overall effect is good on your pics, but contrast/empboss effect is too strong.
Th real problem you mentioned (no improvement on distant walls) comes from gfx card filtering you use. It can be seen on first pics on the cobble stone stree texture on the left. In mid of it there is visible filtering step and part of street aways from is is more blurred. You should use anisotropic filtering (4th or more) if your card is fast enough. The real advantage of detail textures the way DoD team is using it now, is with close look (wall facture, cracks, small grass, etc). They are not meant for increasing details of buildings.
DarkPenfold
05-31-2004, 05:25 AM
Holy contrast Batman 0_o
At least you're making an effort of it tho :D
Gundancer
05-31-2004, 07:08 AM
If you finish them, will you be putting them up for download... And is it possible to overwrite the current detail textures? I really like how these look :D
FreakBurrito
05-31-2004, 09:34 AM
I'd imagine you just need to put the files in the right path, and it'll override the default textures.
Mortar
05-31-2004, 09:50 AM
Originally posted by Rancid Coleslaw
It might just be the pictures, but the contrast seems a little too high. It scared the hell out of me the first time i saw the gif move on to the next frame.
Yeah i agree :|
NT though.
Gunther Gr00nz
05-31-2004, 10:34 AM
BeJesus! My EYES AHHH..they're fine...not bad i geuss, dunno what it be like to play with those textures :D. Might miss a few times cause of the brightness :p
Originally posted by gabagoo
WOW to bad detailed tetures dont work for me :/
[noclan]Operator
05-31-2004, 11:19 AM
Now if there was a happy in-between, I'd be happy too.
Koobazaur
05-31-2004, 09:15 PM
whoa! This looks awesome! I mean it, and I think the contrast is great!
Can you post them and tell us where to put them so we could check them in-game? That would be uber-sweet !!!
:D
Helmi
06-01-2004, 07:17 AM
Dude, you seriously need to activate Anisotropic Filtering (AF) in your graphic card controls if you have that option!
Bilinear Filtering gets so blurry even after a relatively short distance it's no reason you can only see detailed textures when you're close to them.
That's the reason I play every game with 16x AF.
Imagine FarCry on highest texture detail level with Bilinear Filtering.
You could as well set it to the lowest level w/o much of a difference but a huge speed gain ;)
Watchtower
06-02-2004, 12:18 AM
an impressive start. Keep at it, it just takes a lil patience to find the right balance. But, there are always critics -- love it or hate it.
Lemme just say that the difference is night and day at first look. I look forward to a release :)
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