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Thread: Canon texture packs?

  1. #1276
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    That is some really, really, really frosted glass. Almost looks gelatinous.

  2. #1277
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Keep in mind the texture NEVER actually looks like that in game - that's just the bright background of the forum showing through the transparency, revealing all the detail at the same time.

  3. #1278
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Quote Originally Posted by Necrobob View Post
    This is nice but I don't think the vertical grooves should be so big. In the original image, it looks there's a narrow ridge between the boards.

  4. #1279
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Necrobob View Post
    Keep in mind the texture NEVER actually looks like that in game - that's just the bright background of the forum showing through the transparency, revealing all the detail at the same time.
    What? That's a terrain texture. Those should have no transparency, ever. And I wasn't talking about the brightness, I was talking about how wobbly the blue glass surface looks.

    Also, why are you reducing all your textures to 256 colors?

  5. #1280
    Member
    Registered: Mar 2001
    Location: Ireland
    It looks wrong because the image has an alpha channel, which is used to mark which parts of the texture are reflective, but here in a browser it's being used as an alpha channel and letting the white background bleed through.

    Here's the same image on a black background:
    <div style="background-color: black"><img src="http://i64.photobucket.com/albums/h161/DasMustardman/Awin10_zpse7cdf992.png" height="512" width="512" /></div>



    The 256 colours is a good question.

  6. #1281
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Odd, I tried saving that texture locally and opening it in PSP, and it didn't seem to have an alpha channel.

  7. #1282
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    That one doesn't have the expected alpha channel for me either, and is also 256 color. Just a mistake I'm sure.

  8. #1283
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Every one on this page, at least, is 256-color.

  9. #1284
    Member
    Registered: Jul 2010
    Location: Le Havre (France, 76)
    Quote Originally Posted by Nameless Voice View Post
    It looks wrong because the image has an alpha channel, which is used to mark which parts of the texture are reflective, but here in a browser it's being used as an alpha channel and letting the white background bleed through.

    Here's the same image on a black background:



    The 256 colours is a good question.
    The best is an alpha mask, with "force_opaque": the texture is totaly opaque, but the reflect map respect the alpha mask.

    See here: (Renzatic did the first experimentation)

    http://www.ttlg.com/forums/showthread.php?t=140709
    Last edited by Le MAlin 76; 4th May 2014 at 13:36.

  10. #1285
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    I palettize all monochromatic or rough and near-monochromatic textures to save on filesize. The fact that no one's even noticed propably means that it works quite well.

    The dark civic window here is an exception though, since those are usually smooth enough that banding or dithering get introduced noticeably. However in this case I tried it for a laugh and noticed no difference. I've use a program that tricks pngs to output in 256-color with full alpha, for those wondering about that.

    I can knock it off if people consider the excess color information on, say, a plain concrete texture to be worth 3x the filesize.

    Here's the lit one.

    terrain_scale 256
    (Don't worry, this one needs to be 24-bit )

  11. #1286
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Somehow I thought everyone was using dds files with dxt1, dxt3, or dxt5 compression as the most space/memory efficient high quality formats.

  12. #1287
    Member
    Registered: Mar 2001
    Location: Ireland
    Hey, I just scrape what's on this page, no one sends me any other versions.

    The idea was that I'd convert everything to DDS if necessary before doing an "official" release - assuming I ever make one.

  13. #1288
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Necrobob View Post
    I've use a program that tricks pngs to output in 256-color with full alpha, for those wondering about that.
    WTF, is that even legal under the PNG spec?

  14. #1289
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    No, no it isn't. Section 4 specifies that indexed images can have an alpha table for the palette, but those are per palette entry, not per pixel.

    Doing alpha in an indexed png to the spec means that if you have three colours with the same RGB, but they need different alpha, then you need three entries in the palette table for it.

    And, really, posting images to a thread like this with anything less than lossless true-colour means that nobody can take those images and modify them sanely.

  15. #1290
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Right-o, I'll leave the question of optimization and compression for when the pack is finished, whenever that is. Apologies for jumping the gun.

    civicb2/Mold10

    terrain_scale 256 64

  16. #1291
    Member
    Registered: Jan 2009
    Location: Germany
    Good work. Every update is a good update. I'm looking forward to a new version of NV's EP

  17. #1292
    Member
    Registered: Mar 2001
    Location: Ireland
    "A new version of C-BEAM and Necrobob's EP" is more accurate.

  18. #1293
    Member
    Registered: Jan 2009
    Location: Germany
    Yes, you're right.

  19. #1294
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland

    civicb2/awin08/awin08l



    Click the pic above for higher resolution image.
    The Natural History Museum, Vienna. Awin10/awin10l/awin09/awin09l are all from this facade too.

  20. #1295
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    I would love to have replacements for 9 and 10, we use them quite a lot in the city map in DCE.

  21. #1296
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland

    concastle/detal3


    A tweaked version of a reproduction Greenman keystone from New York (not a finished texture, I'll leave that to the experts).
    This is as close as I could find for this one. I believe all the Greenman and Foliate/Disgorging heads found in Thief originate from New York.


    concastle/trim1


    This disgorging head is from an old brownstone in Brooklyn.

    Edit:

    temple/trim3

    Another "close" but not exactly the same image. This gravestone is from New England.
    Last edited by Purgator; 11th May 2014 at 16:14. Reason: So I just, uh... I just cut them up like regular chickens?

  22. #1297
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    @Purgator
    Eraserhead?

    civicb2/Awin09

    terrain_scale 128
    civcb2/Awin09L

    terrain_scale 128

    The main windows from that facade also coming soon, as well as improvements on some of the stuff from last page, since I've found better matching sources.

  23. #1298
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Thanks, I use that one in DCE. I take it the dark version doesn't have any transparency or use darkwindow.mtl?

  24. #1299
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Looking good, Bob.
    Yep, Eraserhead. Definitely on the "Must see, before joining the choir invisible" list.

  25. #1300
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Quote Originally Posted by Yandros View Post
    Thanks, I use that one in DCE. I take it the dark version doesn't have any transparency or use darkwindow.mtl?
    Nope, and neither will future civic windows I make. The techniques I use to mitigate the impact of NewDark envmaps' tendency to "snap" don't work too well with frosted glass.
    Besides, once textures get over a certain size the extra render passes start to get pretty hairy (what with exponential growth) and the potential eyecandy isn't really worth the performance hit. My fps goes noticeably wobbly whenever I look at for example the Rumfords' front garden with the current implementation, compared to a vanilla material non-alpha version, which is why I'm going to tweak Awin10 (and make it slightly less knobbly while I'm at it).

    civicb2/Awin08

    terrain_scale 128 256

    civicb2/Awin08L

    terrain_scale 128 256

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