<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you're using HLTex or the method to do this, great! Tell us about it here. If you're doing regular detailed textures in photoshop or something, please take it to the proper thread.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm doing both actually, I was photoshopping so i could put it in hltex. Although i'm thinking now of just modifying the texture that hltex puts out rather than trying to further refine the texture.
<!--QuoteBegin-[watch.me.die+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->,May 3 2004, 01:49 AM] Of course, if we really wanted high detail textures we could pester Flay to put in texture-swapping for seperate TGAs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Texture swapping for seperate TGAs? Not sure what you mean.
It'd be nice if it was stickied, but bookmarking works wonders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT: Gaak! It really was stickied <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Time to start working on version 1.1 I guess. It will have batch processing, and that great new icon that DarkATI did.
<!--QuoteBegin-Guspaz+May 5 2004, 10:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ May 5 2004, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[watch.me.die+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->,May 3 2004, 01:49 AM] Of course, if we really wanted high detail textures we could pester Flay to put in texture-swapping for seperate TGAs <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Texture swapping for seperate TGAs? Not sure what you mean. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well basically, when the level is loaded you check all the textures to see if there's a high detail version of them in say, ns\HDTextures\<texname>.tga. Then you load that instead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Unfortunately, Half-Life only supports 256x256x8 textures on regular textures, hence the reason we're using detailed textures to simulate higher res; detailed textures support up to 512x512x24.
If you mean automatically load detailed textures... well, when r_detailedtextures is turned on, and you have the detailed texture list for a map, it kind of does do it automatically.
Jeeze, maybe getting stickied was bad, nobody notices when I post now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> How will they know when v1.1 is done?
Anyhow, thought I'd give you guys a status update. v1.1 is now fully functional (again) for single-textures with the new UI. Yes, that screenshot last post was non-functional <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Next step is, of course, actually implementing the bulk-processing mode.
For this version, it won't ask you where you want to store the images, it will just dump everything into an "output" folder in the same folder as the application. v1.2 might add support to specify where you want to save it, but I'm contentrating mostly on one feature per version to get faster releases out to the public.
When v1.1 is released, I think I'll submit this all to PlanetHalf-Life. Because, maybe I'm greedy, but I want to play maps with high-res textures myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Good incentive to keep working on the program, no?
I read your entire thread and I have a stupid question and I don’t want a flame on this one.
From what I read the mayor problem is scaling up and then pixel editing the textures.
Why are you guys doing this? If you want to convert a low res wad to a high res wad you need to recreate every texture in there anyway. Maybe someone could write a program capable of preparing the detail textures from the low res ones. These can be edited to look similar but not perfect matches to the original low res ones. When the high res files are ready you can do the inverse and create the wad from the high res textures to the low textures in effect deleting all old base textures and replacing the original low res with the new scaled down versions of the high res pictures?
Not sure what you mean. This program is intended to take a high res source and a low res source and produce the detailed texture. I don't reccomend photoshopping a low-res texture to make a high res texture, as you probably won't get decent results.
I should make an update on the new version; not much work has been done. There hasn't been that much interest in the program so far, so since the current version actually works and does what it's supposed to do, the new version hasn't really been a priority for me. I've been swamped with a new job and other programming stuff, so haven't had much time to work on it.
Hi there, I remeber a while ago I found your wonderful program but came across a problem which I'm still having.
I'm trying to create some detail textures for a friend of mine but all I have availiable is the .WAD which contains the low res HalfLife textures.
Upon re-reading you'r first post I noticed this. <!--QuoteBegin-"Guspaz"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("Guspaz")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The second application is similar to the first, except instead of using two source textures, we take a high-res texture, and calculate the low-res Half-Life texture from that. The rest is the same, except we are not using an existing half-life texture, we've generated one ourselves.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The first technique I can't really use, but this second one confused me a bit. How do you do this, calculate and generate a HalfLife texture from a high res texture. Does the range from the high res and low res textures make a difference? Such as having a 128 x 128 low res and a 512 x 512 high res?
Not really, though the further apart they are, the harder it is for the program to compensate. You can think of how the program works as calculating the difference between the low-res and high-res texture and producing the detailed texture to reverse it... but the bigger the difference, the harder it is to reverse, meaning the less the fakery will look like the real high-res texture.
Doing tests between a 256x256 texture and a 512x512 texture, there were noticeable differences when the in-game fake version was examined in detail, though a casual user could never tell the difference. Increasing that, a user might notice it.
The second application I was talking about (one I never coded for, and likely never will) was to take a high res texture, and then scale it down and reduce the colour depth to produce the texture you'd use in-game.
This program is not for generating regular detailed textures. It's for calculating the detailed texture needed to fake a high-res texture.
What I meant was. In the event you have only a low resolution wad and you want to add high resolution textures, I would scale up the low resolution images to the high resolution images. Then edit the high resolution ones to look similar to the old low resolution images. This of course would mean I have to redraw every texture in the High resolution. I only use the scaled up pictures as a template to make the new images.
Once this is done, I would recreate the low resolution textures from the High ones (this makes sure they look identical) and create the new wad. I know of the issues of scaling down images (especially with straight lines in them) but it’s a lot less work to pixel edit a 64x64 than a 512x512 to get a decent result.
In effect both the high and the low resolution texture will be replaced when you do this.
i'm the only one that have NO idea how to do this? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
So, whats the word on getting the original textures and getting a sex pack 'o' joy out to all us plebs that read this and go "Wow look at theese smart people making my NS better looking for me!"
<!--QuoteBegin-Napivo+Jun 7 2004, 05:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Napivo @ Jun 7 2004, 05:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I meant was. In the event you have only a low resolution wad and you want to add high resolution textures, I would scale up the low resolution images to the high resolution images. Then edit the high resolution ones to look similar to the old low resolution images. This of course would mean I have to redraw every texture in the High resolution. I only use the scaled up pictures as a template to make the new images.
Once this is done, I would recreate the low resolution textures from the High ones (this makes sure they look identical) and create the new wad. I know of the issues of scaling down images (especially with straight lines in them) but it’s a lot less work to pixel edit a 64x64 than a 512x512 to get a decent result.
In effect both the high and the low resolution texture will be replaced when you do this.
Napivo <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's the problem; that defeats the purpose of doing this for the built-in NS textures, which is that you'd have to replace all the NS wad files, and would be banned from check-consistancy servers.
<!--QuoteBegin-Gorfob+Jun 15 2004, 05:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gorfob @ Jun 15 2004, 05:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, whats the word on getting the original textures and getting a sex pack 'o' joy out to all us plebs that read this and go "Wow look at theese smart people making my NS better looking for me!" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not going to happen; there are no high res versions of the original textures to use.
why not ask flayra to forward a request to the mappers to just retexture the standard maps? with all that's changed in the maps the last year or so, i couldn't imagine it being too horrible a request to rip the textures out, create new highres ones and retexture from there so we have something to work with detail wise.
That'd require a completely new texture wad, which I don't think is going to happen at this point in NS's development. At least, not until NS 4.0, if there ever is such a thing.
Best this can be used for is for new maps where the mappers do a few custom textures, or other mods. IIRC NightWatch was interested in using it, as they did all their textures at high res. Haven't heard from them recently though.
Is there any high res texture packs at all yet? Thanks.
Also if there isnt any full packs I think we should split the textures out and everyone do a few of them so it takes alot faster than 1-2 people doing every single texture.
Comments
I'm doing both actually, I was photoshopping so i could put it in hltex. Although i'm thinking now of just modifying the texture that hltex puts out rather than trying to further refine the texture.
Texture swapping for seperate TGAs? Not sure what you mean.
It'd be nice if it was stickied, but bookmarking works wonders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT: Gaak! It really was stickied <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Time to start working on version 1.1 I guess. It will have batch processing, and that great new icon that DarkATI did.
Texture swapping for seperate TGAs? Not sure what you mean. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well basically, when the level is loaded you check all the textures to see if there's a high detail version of them in say, ns\HDTextures\<texname>.tga. Then you load that instead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
If you mean automatically load detailed textures... well, when r_detailedtextures is turned on, and you have the detailed texture list for a map, it kind of does do it automatically.
Anyhow, thought I'd give you guys a status update. v1.1 is now fully functional (again) for single-textures with the new UI. Yes, that screenshot last post was non-functional <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Next step is, of course, actually implementing the bulk-processing mode.
For this version, it won't ask you where you want to store the images, it will just dump everything into an "output" folder in the same folder as the application. v1.2 might add support to specify where you want to save it, but I'm contentrating mostly on one feature per version to get faster releases out to the public.
When v1.1 is released, I think I'll submit this all to PlanetHalf-Life. Because, maybe I'm greedy, but I want to play maps with high-res textures myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Good incentive to keep working on the program, no?
From what I read the mayor problem is scaling up and then pixel editing the textures.
Why are you guys doing this?
If you want to convert a low res wad to a high res wad you need to recreate every texture in there anyway. Maybe someone could write a program capable of preparing the detail textures from the low res ones.
These can be edited to look similar but not perfect matches to the original low res ones.
When the high res files are ready you can do the inverse and create the wad from the high res textures to the low textures in effect deleting all old base textures and replacing the original low res with the new scaled down versions of the high res pictures?
Am I making any sense?
Napivo
I should make an update on the new version; not much work has been done. There hasn't been that much interest in the program so far, so since the current version actually works and does what it's supposed to do, the new version hasn't really been a priority for me. I've been swamped with a new job and other programming stuff, so haven't had much time to work on it.
I'm trying to create some detail textures for a friend of mine but all I have availiable is the .WAD which contains the low res HalfLife textures.
Upon re-reading you'r first post I noticed this.
<!--QuoteBegin-"Guspaz"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("Guspaz")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The second application is similar to the first, except instead of using two source textures, we take a high-res texture, and calculate the low-res Half-Life texture from that. The rest is the same, except we are not using an existing half-life texture, we've generated one ourselves.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The first technique I can't really use, but this second one confused me a bit. How do you do this, calculate and generate a HalfLife texture from a high res texture.
Does the range from the high res and low res textures make a difference? Such as having a 128 x 128 low res and a 512 x 512 high res?
Doing tests between a 256x256 texture and a 512x512 texture, there were noticeable differences when the in-game fake version was examined in detail, though a casual user could never tell the difference. Increasing that, a user might notice it.
The second application I was talking about (one I never coded for, and likely never will) was to take a high res texture, and then scale it down and reduce the colour depth to produce the texture you'd use in-game.
This program is not for generating regular detailed textures. It's for calculating the detailed texture needed to fake a high-res texture.
Once this is done, I would recreate the low resolution textures from the High ones (this makes sure they look identical) and create the new wad. I know of the issues of scaling down images (especially with straight lines in them) but it’s a lot less work to pixel edit a 64x64 than a 512x512 to get a decent result.
In effect both the high and the low resolution texture will be replaced when you do this.
Napivo
Once this is done, I would recreate the low resolution textures from the High ones (this makes sure they look identical) and create the new wad. I know of the issues of scaling down images (especially with straight lines in them) but it’s a lot less work to pixel edit a 64x64 than a 512x512 to get a decent result.
In effect both the high and the low resolution texture will be replaced when you do this.
Napivo <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's the problem; that defeats the purpose of doing this for the built-in NS textures, which is that you'd have to replace all the NS wad files, and would be banned from check-consistancy servers.
Not going to happen; there are no high res versions of the original textures to use.
Rope
Best this can be used for is for new maps where the mappers do a few custom textures, or other mods. IIRC NightWatch was interested in using it, as they did all their textures at high res. Haven't heard from them recently though.
Also if there isnt any full packs I think we should split the textures out and everyone do a few of them so it takes alot faster than 1-2 people doing every single texture.