Upspring 1.54 - Page 14

Upspring 1.54

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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smoth
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Post by smoth »

That is not the case though argh, as you and I well know each of those 64X64 textures ARE mapped to 1 2048X2048 texture which is going to exist regardless.
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jcnossen
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Post by jcnossen »

http://user.supradigital.org/jcnossen/U ... r-1.54.exe

Changes for 1.54

- Texture image handling rewrite,
this fixes the reduced image quality of textures in previous versions.
- Added new mode of normal calculation, which allows a maximum smoothing angle. It seems to work, however sometimes generates more unique normals than I think it should...
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Argh
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Post by Argh »

Smoth, that 2048 can be a teeny-tiny file, or a fairly large one, depending on whether it's all black or not ;)

And JC, I can't wait to test this smoothing-angle stuff! Could save me a bunch of work!!!
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Argh
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Post by Argh »

<tries the smoothing-angle stuff>

HOLY CRAP! IT ACTUALLY WORKS!

I mean, uh, yeah... good work there, JC :wink:

That said, I'd agree, it's probably not eliminating all possible normals that fit the rules... but dude, I don't care. You just saved me nearly a week of my free time!
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Argh
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Post by Argh »

This RULES. It soooo beats having to set this all up by hand, especially since it can be done by Piece.


Before:
Image

After:
Image
Image

... soooo cool.

"but wait, Argh, this won't matter so much, with shaders and textures on the model, right?"

No! This can radically improve your models' looks! Watch!

Before:
Image

After:
Image

... finally, after what, about 10 months... the Lord looks like it was meant to, with curves and smoothness combined with sharp edges. Fricking fantastic!
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Peet
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Post by Peet »

Happy Modellers are Happy.
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Argh
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Post by Argh »

Modelers are happy when the renderer accurately reproduces their work. This latest change means that what we model, we'll see in Spring- without so many compromises.

Still don't believe this is the greatest thing since sliced bread? Check this out... maybe 45 minutes of work, an a huge difference in the quality of the way the models look in Spring, especially units like the Springer, which always looked like crap before...

Image
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smoth
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Post by smoth »

hard to really appreciate in a small shot like that, I will be looking at it in game when you release again.

Anyway, thing is I am not saying the normals stuff is not good, I am just saying that I think the 3do thing isn't the godsend people think it is.
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rattle
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Post by rattle »

If only the normals from my wings exports aren't fucked up. I hate to say that I have to rely on this. This fixed several shading issues.
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mehere101
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Post by mehere101 »

I've been having issues with exporting models from Upspring into another editor. 3ds seems to lose object centers (which is what I need when I'm trying to not have rewrite scripts because I'm lazy :P). Aside from that, great tool in the baseline 3do->s3o converter.
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Argh
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Post by Argh »

3DS doesn't save origins per-piece. Most modeling formats don't do so, other than some CAD formats like DXF. So, whatever you're using needs to either read S3O natively... or... um... did you realize that if you've converted a 3DO to S3O, there's zero point in keeping it as a 3DO??? Really now!
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mehere101
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Post by mehere101 »

I didn't know about the 3ds not saving centers, so that out of the picture. Is there a way to get the models exported with per-piece origins?

On a side note: Where'd you get the idea I was keeping the 3do? s3os can work with the same scripts as 3dos so long as piece names are the same, right?
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MadRat
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Post by MadRat »

The texture handling on the conversion is definitely better and uses texture map space a lot better, too.
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smoth
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Post by smoth »

MadRat wrote:The texture handling on the conversion is definitely better and uses texture map space a lot better, too.
I am not sorry, I strongly disagrea.

do you use only unique textures on your model? Does it only store part of the uvmap that it is using?

No, it WILL store several textures with high levels of redundancy. It will have ample wasted space. Not better texture space. It will better usage when you think about it.

for example say you used corcamo01 on 10 models... and guess what that means buddy? You now have 10 copies of it floating around.
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Forboding Angel
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Post by Forboding Angel »

Smoth, isn't that preferable to keeping the things as 3do? Anyone can see that s3o's are total win compared if not only for the way they are rendered.

I understand about wasted texture space, but isn't the wasted space better than the way that 3do's handled it?
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smoth
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Post by smoth »

s3o is only better when you UTILIZE it.

this is just cannonball to a fly.

s3o is better for the usage of glow maps and the better smoothing operations. When you uvmap a model you layout and draw the texture in a way that reduces stretching and makes good usage of texture space.

3do is handy because you have VERY detailed textures for what texture space you are using but you lose glow map and control of your normals along with obvious texture stretching.

this sort of conversion does not make the model suddenly laid out in a way that is good or really that smart as it were. Argh would area with me on that. You should know my objection is not one about texture space, frankly I think we have ample. However, I am a huge proponent of proper textures with good detail to them.

This conversion will NOT fix texture stretching. The user will now have to do a glow map and reflective map as the old one is lost. While I think it is REALLY COOL that JC did this as an option and I can use it to fast prototype menoth, I am just trying to get those... less experience moders to realize that this is not some new and awesome thing with no negatives. That is all. Think about it forb... you are mapping all the faces to 1 texture with several copies of the texture on it... sort of a mini version of what already happens except now you have to redo the reflective map and you can do a glow map.

I CAN PROMISE YOU fang would prefer to uv over using this.




AGAIN, I am not saying I do not think it is cool but I am trying to help explain what you lose for the convenience.
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MadRat
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Post by MadRat »

Not everyone wants the granularity of the modelling that you may prefer, smoth.

Likewise, some of us are going for details in areas that you probably could care less.

To each their own.
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smoth
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Post by smoth »

what are you talking about granularity?
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MadRat
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Post by MadRat »

I can live with less definitive objects representing my units.
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smoth
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Post by smoth »

OH, you mean small details and stuff. Yeah, I get a bit caught up in that.

The new gelgoog has a super detailed gun... but the details are cannon :P.
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