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Author Topic: High Definition Props and Textures - Discussion thread  (Read 116280 times)

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Offline mightygoose

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High Definition Props and Textures - Discussion thread
« on: March 28, 2009, 03:38:50 PM »
OK, today is a good day, after alot of hurried checking of numbers and testing we have something rather tasty for you all... (we being me, buddybud and some help from ripplejet)

EA it seems gave us another tool for making custom content but hid it very well... in a basketball game...[linkie].
What use is this you say, well it allows you to create fsh files direct from photoshop files and will detect the transparency  and create its alpha map automatically. Now so far we have only done overlay textures. But we have learned the limits of what we can do. Zoom 1-4 will only accept standard sized fsh files… ie 64x64, 32x32, 16x16 & 8x8. But for zoom 5 it will accept bigger…. So far we have tested with 256x256, TWICE the resolution of existing overlays….



This process can also be used for transit models….



I believe we are the first to discover this process and an initial tutorial will follow this post, from buddybud.
As a side note, the fact it only works at zoom 5 is a blessing in disguise as it means that your graphics card won’t be eaten alive by rendering all those textures at zooms 1-4.

Oh and for comparison….

HD texture on the left, standard texture on the right….



Very early stages yet, lots more development to come.
But yeah, Hi def textures, twice the resolution, twice the fun...

Mightygoose...
« Last Edit: April 02, 2009, 04:26:31 AM by mightygoose »
NAM + CAM + RAM + SAM, that's how I roll....

Offline RippleJet

Re: High Definition Props and Textures - Discussion thread
« Reply #1 on: March 28, 2009, 03:43:05 PM »
HD texture on the left, standard texture on the right….

The difference is rather remarkable! :)

Offline JoeST

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Re: High Definition Props and Textures - Discussion thread
« Reply #2 on: March 28, 2009, 03:45:01 PM »
thats pretty awesome, well done guys :)
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Offline mightygoose

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Re: High Definition Props and Textures - Discussion thread
« Reply #3 on: March 28, 2009, 03:49:07 PM »



zoom 3 is a pretty special site...
NAM + CAM + RAM + SAM, that's how I roll....

Offline mike3775

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Re: High Definition Props and Textures - Discussion thread
« Reply #4 on: March 28, 2009, 03:52:55 PM »
Damn you guys are making it nearly impossible for me to ever play any other game on my PC  :P

Offline Jonathan

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Re: High Definition Props and Textures - Discussion thread
« Reply #5 on: March 28, 2009, 03:55:44 PM »
Great find!!

So is it just a 256x256 or is there some mysterious setting that needs to be changed as well?

Jonathan

Offline Swamper77

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Re: High Definition Props and Textures - Discussion thread
« Reply #6 on: March 28, 2009, 03:58:13 PM »
I've known about the use of 256x256 textures on transit/automata models for quite awhile, but I wasn't aware that they could be used for network textures, such as shadows. Most of my models are done with 256x256 skins. Only my older stuff was done with 128x128 skins, which is how Maxis did theirs and I was only doing reskins at that time.

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Offline SimNation

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Re: High Definition Props and Textures - Discussion thread
« Reply #7 on: March 28, 2009, 04:11:12 PM »
Those rail textures look fantastic......I am almost at a loss of words. This will be interesting to see what comes of the tutorial within the next coming months. First Goobers animated props...and now this. Lovely work

Offline buddybud

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Re: High Definition Props and Textures - Discussion thread
« Reply #8 on: March 28, 2009, 04:18:27 PM »
Quote
but I wasn't aware that they could be used for network textures, such as shadows.

hey swamper we haven't tried with shadows yet but i'm willing to guess at this point :P

Bud.
« Last Edit: March 28, 2009, 04:22:41 PM by buddybud »

Offline TheTeaCat

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Re: High Definition Props and Textures - Discussion thread
« Reply #9 on: March 28, 2009, 04:33:54 PM »
Oh my word. What an amazing discovery.  &apls &apls
the difference is just amazing :thumbsup:

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Offline Tarkus

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Re: High Definition Props and Textures - Discussion thread
« Reply #10 on: March 28, 2009, 04:36:44 PM »
This is quite the discovery indeed!  I knew the Graphics Editor could handle importing uncompressed textures, but actual higher resolution textures--this is very impressive!  The improvement is absolutely remarkable--thank you for sharing this great find!

-Alex

Offline Haljackey

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Re: High Definition Props and Textures - Discussion thread
« Reply #11 on: March 28, 2009, 04:41:59 PM »
Very impressive!  I'll be following this development to see what else you guys can do with these new HD Textures!

For a 6 year old game, it is amazing to see that the graphics can still be compared to modern games.  Well done!

Offline mightygoose

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Re: High Definition Props and Textures - Discussion thread
« Reply #12 on: March 28, 2009, 04:46:31 PM »


tarkus, i think you'll find your textures need an overhaul.... :P
NAM + CAM + RAM + SAM, that's how I roll....

Offline cameron1991

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Re: High Definition Props and Textures - Discussion thread
« Reply #13 on: March 28, 2009, 04:48:39 PM »
That's a great discovery!
But with higher resolutions comes larger file sizes right? So will this impact performance much?

Offline wouanagaine

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Re: High Definition Props and Textures - Discussion thread
« Reply #14 on: March 28, 2009, 04:49:02 PM »
Great findings guys !

I hope dedgren will redo all textures once again to put them in HD :) ( I'm kidding David )

Just so you know, FSH can handle up to 65536x65536 texture , I hope however that no one will make such a big texture

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Offline Jonathan

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Re: High Definition Props and Textures - Discussion thread
« Reply #15 on: March 28, 2009, 04:52:48 PM »
I love that road texture btw!!!!
You must make it into a mod

If a texture was made 255x255, would that eliminate the 1 pixel shift bug?

Jonathan


Offline Andreas

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Re: High Definition Props and Textures - Discussion thread
« Reply #16 on: March 28, 2009, 04:54:03 PM »
Interesting find. :) However, does it work properly in Software Mode? Quite a few people have to use it because of driver problems and the like, and so far, extra large textures often caused problems (the red-green-blue checkerboard pattern).
Andreas

Offline Pat

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Re: High Definition Props and Textures - Discussion thread
« Reply #17 on: March 28, 2009, 04:55:28 PM »
hoolly crap this is amazing find!!!  :thumbsup:

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Offline buddybud

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Re: High Definition Props and Textures - Discussion thread
« Reply #18 on: March 28, 2009, 04:58:26 PM »
ya i realize there could be all kinds of implications good and bad but it's so easy to do it's worth exploring and letting others experiment

Cheers....

Offline Blue Lightning

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Re: High Definition Props and Textures - Discussion thread
« Reply #19 on: March 28, 2009, 04:59:22 PM »
Wow, I can't wait to see this implemented into new and maybe existing mods. This is an extrodianry find. :thumbsup:

Wow,
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