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ForumsShowcase → A 1024x1024 texture in Jedi Knight
A 1024x1024 texture in Jedi Knight
2005-11-05, 1:11 PM #1
One of six panels for the skybox for Space Noxx II. The 256x256 texture is on the right.
[http://www.jkhub.net/project/screens/project-145-2VJUJ8ujIn.jpg]

Here's a closeup. Yes, that is four times the texture resolution. :cool:
[http://www.jkhub.net/project/screens/project-145-omK2kSHpIQ.jpg]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-05, 1:19 PM #2
Wasn't there a 512x512 limit? How'd you bypass it?
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-11-05, 1:21 PM #3
The limit is 256x256 for hardware. And I didn't bypass it...
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-05, 1:41 PM #4
/me wonders what the file size will be :p
-Hell Raiser
2005-11-05, 1:51 PM #5
Is it four quarters of that image, each one 256x256, put on the one surface and lined up?
DO NOT WANT.
2005-11-05, 1:53 PM #6
That would result in terrible seams and is only 512x512 anyway.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-05, 2:13 PM #7
Originally posted by Emon:
The limit is 256x256 for hardware. And I didn't bypass it...

Then explain so we don't think you're pulling our legs como siempre hace.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-11-05, 2:35 PM #8
Originally posted by Emon:
That would result in terrible seams and is only 512x512 anyway.


Well then I'm stumped.
DO NOT WANT.
2005-11-05, 5:26 PM #9
Originally posted by Descent_pilot:
Then explain so we don't think you're pulling our legs como siempre hace.

Of course, but it's fun to watch you guess first. :D
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-05, 5:31 PM #10
Did you use that weird method SG_Fan was talking about a while back? Or are you running this level through the Sith2 engine by any chance? Those are my two guesses.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-11-05, 5:42 PM #11
u hax
Moo.
2005-11-05, 5:50 PM #12
16 256*256 textures they are.
-Hell Raiser
2005-11-05, 5:52 PM #13
Space Noxx was awesome. Seriously, that level had some serious aesthetically pleasing 'stuffs' combined with some... totally swank gamplay. Worked well with a host of different mods too, which was semi-surprising.
2005-11-05, 5:53 PM #14
Oh no! Somebody nuked Europe!
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2005-11-05, 5:57 PM #15
Acharjay...?


I like it.
I had a blog. It sucked.
2005-11-05, 6:25 PM #16
i see dflt.mat
2005-11-05, 6:40 PM #17
Interesting. It's not Sith2, the debug stuff at the top reveals that.

Also, he has to be using 3d acceleration, because he's using 16-bit color.

My guess (and its a sucky one):

You managed to fake out JK into thinking it was a 256x256 texture, but when it loads the texture, it is actually the full 1024x1024.
2005-11-05, 9:57 PM #18
Photoshop.
2005-11-05, 10:11 PM #19
16 seperate textures. First scaled down to 254 x 254 then back to 256 x 256 to prevent seam errors.

Oh, and you can't really trick JK in such a manner. JK apparently won't allocate the memory for more than 256x256 (for 16-bit at least, or was it 3d accell, I don't remember)... Something like that suggestion's been tried before, and it didn't work.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2005-11-05, 10:47 PM #20
Originally posted by Acharjay:
Oh no! Somebody nuked Europe!

:D Maybe it was Russia.. or America.. or maybe Europe targeted themselves? But whatever is going on, Australias gonna be like "W.T.F., Mate?"
2005-11-06, 11:51 AM #21
Emon is a filthy lying communist.

And he stole my shoes.


TELL US!!!! :mad:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-11-06, 12:04 PM #22
So wait... you basically made an image with the detail of a 256x256 mat, and upscaled it? I'm confused.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2005-11-06, 2:23 PM #23
maby it's a shot from Q3 or some other modern engine with the hud pasted in
On a Swedish chainsaw: "Do not attempt to stop chain with your hands or genitals."
2005-11-06, 2:30 PM #24
Originally posted by LKOH_SniperWolf:
16 seperate textures. First scaled down to 254 x 254 then back to 256 x 256 to prevent seam errors.

Oh, and you can't really trick JK in such a manner. JK apparently won't allocate the memory for more than 256x256 (for 16-bit at least, or was it 3d accell, I don't remember)... Something like that suggestion's been tried before, and it didn't work.



FOR THE LAST TIME READ THE POSTS!!!
2005-11-06, 2:46 PM #25
Originally posted by JediKirby:
So wait... you basically made an image with the detail of a 256x256 mat, and upscaled it? I'm confused.


He put a bunch of low-res textures next to eachother.
2005-11-06, 3:09 PM #26
He started, took the image, and cut it into 16 pieces. Each one being 256x256. He then scaled each 256x256 to 254x254. Then rescaled it back to 256x256. I imagine this widened the edges slghtly, and then helped eliminate seams.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2005-11-06, 4:11 PM #27
Is it just me or does the shadow on the planet not match the position of the sun?
Dreams of a dreamer from afar to a fardreamer.
2005-11-06, 4:25 PM #28
Originally posted by Fardreamer:
Is it just me or does the shadow on the planet not match the position of the sun?

Hehe, I think you're right.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-11-06, 5:54 PM #29
He is, that means it is PS'd.
2005-11-06, 6:16 PM #30
Well, how much light does the moon reflect...

Anyway, is it certain that he did split it into 16 256x256 (well, stretched 254) textures? Or is everyone still guessing?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-11-06, 6:29 PM #31
Originally posted by SG-fan:
Well, how much light does the moon reflect...

Anyway, is it certain that he did split it into 16 256x256 (well, stretched 254) textures? Or is everyone still guessing?

Yes, that is the case. Emon told us on Chat. LKOH_SniperWolf has the best description of how he did it:

Quote:
He started, took the image, and cut it into 16 pieces. Each one being 256x256. He then scaled each 256x256 to 254x254. Then rescaled it back to 256x256. I imagine this widened the edges slghtly, and then helped eliminate seams.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-11-06, 7:30 PM #32
[QUOTE=Hell Raiser]16 256*256 textures they are.[/QUOTE]

*coughcoughhackhack* :p
-Hell Raiser
2005-11-06, 7:37 PM #33
Ah, yes, but I said LKOH_SniperWolf had the best description. Yours was somewhat . . . simplistic. :p
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-11-06, 7:43 PM #34
Originally posted by Fardreamer:
Is it just me or does the shadow on the planet not match the position of the sun?

Yeah yeah I'll fix that.

Here's how I did it:

Take the 1024x1024 texture and divide it up into sixteen 256x256 textures. This is done easily in Photoshop by setting the square selection tool to a fixed size of 256x256. Setting the grid to line every 8 and 1 subdivision (or any power of 2) makes snapping the selection perfectly into place very easy.

Next, shrink each 256x256 texture to 254x254. Then enlarge the canvas to 256x256, leaving a white (or black or any color which easily contrasts your texture) border around the image. The width of the border is 1 px. You can easily automate this process with a simple Photoshop macro.

Now, go into JED and cleave the surface into 16 segments. Put the appropriate textures onto each surface and scale them to fit (fit WITH the border, as if it was a normal texture).

Now you have to change the UV coordinates so that the white border isn't visible. Do this by dividing 254 by 256 (254/256) and multiply that result by your current UV values. My UV values were 2, so I changed them to 1.984375, which is 254/256*2. Then you have to shift the textures around to make sure the white border isn't visible on any of the tiles. Normally, a shift value of 1 will shift a texture 1 pixel. Change it from 1 to 254/256 (0.9921875). Then shift the textures around until all the borders are gone. You may still see a few borders in JED, and you will certainly see them ingame, but we're about to fix that.

Now go back into Photoshop. We have to remove the white border, we'll do this by copying the edge pixels of the actual texture over the white border. So each edge will have two rows of duplicate pixels. This can also be automated with a simple macro.

Since the colors of the 1px borders are so similar, the hardware texture filtering used by JK will blend them together seamlessly.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-07, 3:38 AM #35
EMon, i love your balls.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-11-07, 4:02 AM #36
Excuse this question from a non-editing person, but why would there be seams if you just cut the texture into 16 pieces?
Is this an issue only with JK or with other engines, too?
Sorry for the lousy German
2005-11-07, 6:02 AM #37
Other engines, too.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-11-08, 4:15 AM #38
It makes seams because it blends with the pixels on the other side of the texture.

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