Author Topic: *OFFICIAL* Battle Scene Reconstruction  (Read 103881 times)

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #25 on: 2010-11-18 13:10:32 »
It's cause the water is static. Tweaked it a bit but there is nothing left to make the image better. Reflections on the water makes it ugly


Timu Sumisu

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #26 on: 2010-11-18 13:26:37 »
looks great!

Nightmarish

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #27 on: 2010-11-18 18:13:57 »
Shouldn't that battle have a layer of water?  :|

obesebear

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #28 on: 2010-11-18 18:22:13 »
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #29 on: 2010-11-18 18:42:28 »
Shouldn't that battle have a layer of water?  :|

Nope, there isn't. It's just we were used to the pixelated graphics=)

Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

Not only the water. If someone makes this layer in the grass areas - it is possible to create a realy good looking grass. This cheap but impressive method was used in Star Ocean 4, and the grass looked realy natural) I'm just worried that maybe the filtering will ruin the grass quality=\

pyrozen

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #30 on: 2010-11-18 19:15:22 »
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

it is possible to modify the battle scene geometery, but costa ran into some toruble when we were working with the battle arena in golden saucer. Sometimes the polys would flicker or faces behind them would overlap. Not sure what the issue really was, we just said screw it and continued on. I don't have enough experience to try and modify it, but maybe  someone else could. This floor in this scene is alot simpler than the BA one, which has alot of faces.

Costa07

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #31 on: 2010-11-19 09:04:51 »
Yeah everything looked great in kimera but it just didn't load right some battle scene. Some will work when you modify some not too well, maybe Aali could work up something, or some one else to fix this problem.

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #32 on: 2010-11-19 11:51:27 »
qdai texture is like hell... I need your help:
1) does anyone know what is written here?
2) what do you think - is this copper or wood?

Nightmarish

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #33 on: 2010-11-19 11:58:51 »
Shouldn't that battle have a layer of water?  :|
Hmmmm.... actually it may very well look good/be possible to add another floor layer, place it slightly above the main one, and set it to be 50% transparent...

Ye, that's my tought.
At least for this battle, if something could be done about that, "we" should try it.

We're fighting in a "lake" after all.

It's weird that i had this perception that it had a layer of water, maybe i just had a fertile imagination back when i had 12 yo.

Aali

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #34 on: 2010-11-19 12:16:31 »
Yeah everything looked great in kimera but it just didn't load right some battle scene. Some will work when you modify some not too well, maybe Aali could work up something, or some one else to fix this problem.

If you could send me one of these modified stages I will have a look at it and see why its not working.

Timu Sumisu

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #35 on: 2010-11-19 14:46:34 »
1. I'd say is some kind of metal, and 2. is kind of wood like, yet seems more like the reoccuring "lumpy" procedural texture they used all over the place. be creative with it. when its so vague as that, just make sure the color matches up and it looks good :P

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #36 on: 2010-11-19 18:08:44 »
1. I'd say is some kind of metal, and 2. is kind of wood like, yet seems more like the reoccuring "lumpy" procedural texture they used all over the place. be creative with it. when its so vague as that, just make sure the color matches up and it looks good :P

Tryed metal but it doesn't fit( The train is completed, but there is a problem with transparency, looks like 1 pix is white in the bottom of the train.

Timber

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #37 on: 2010-11-20 03:04:57 »
Wow nice progress, I really like your work felix. ;D
FYI you should turn on the 'new battle interface' in Aali's driver config, so we can see more of the texture in your screenshots.

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #38 on: 2010-11-20 07:37:06 »
Here are some screens:






Can someone explain what is with the transparency? And is there a way to solve it?
« Last Edit: 2010-11-20 07:43:47 by felix_leonhart »

sithlord48

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #39 on: 2010-11-20 11:19:56 »
if your talking about the battle box, its an option in aali's driver called "fancy transparency"

sl1982

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #40 on: 2010-11-20 13:18:07 »
You should give GUI 2.0 a shot.

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #41 on: 2010-11-20 13:53:08 »
No, I mean the transparency on the train and the railroad

pyrozen

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #42 on: 2010-11-20 17:02:40 »
iirc, the driver supports alpha channels now instead of palette transparency. I'd create an alpha channel that is 1-2 pixels smaller than needed and see if that gets rid of your white jaggies

Timu Sumisu

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #43 on: 2010-11-20 20:28:21 »
nice textures, but for the graveyard floor, try and maintain the size of the original tiles, and dirty/break them up more. they look too clean atm.

Beavii

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #44 on: 2010-11-21 05:45:17 »
qdai texture is like hell... I need your help:
1) does anyone know what is written here?
2) what do you think - is this copper or wood?


The first is japanese, the second is the carrige number, i think the material is metallic, if you watch the fmv of the train on its way to sector 7 after the boming mission, yo can see the side of a similar train.

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #45 on: 2010-11-21 08:15:55 »
nice textures, but for the graveyard floor, try and maintain the size of the original tiles, and dirty/break them up more. they look too clean atm.
I'll play with it to make it better but I don't think I can maintain the size=(

The first is japanese, the second is the carrige number, i think the material is metallic, if you watch the fmv of the train on its way to sector 7 after the boming mission, yo can see the side of a similar train.
Thanx)

Nightmarish

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #46 on: 2010-11-21 10:49:31 »
Also the new textures from the trains look a bit too clean.
They are supposed to be wrecked  :P

FeliX Leonhart

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #47 on: 2010-11-21 19:47:38 »
Here's how the final version looks=)



pyrozen

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #48 on: 2010-11-21 21:19:38 »
looks stunning! great work

halkun

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Re: *OFFICAL* Battle Scene Reconstruction
« Reply #49 on: 2010-11-21 21:44:46 »
The Japanese is backwards on the train O_o