Author Topic: [WIP] HD battle scene pack  (Read 20134 times)

Rundas

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Re: [WIP] HD battle scene pack
« Reply #25 on: 2013-08-04 20:47:20 »
No, they are just different retextures (well one's just an upscale) of the same scenes.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #26 on: 2013-08-04 22:51:12 »
Sewers


obesebear

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Re: [WIP] HD battle scene pack
« Reply #27 on: 2013-08-05 02:14:07 »
I really like the side by side shots you show.  It helps see how close you've been keeping them to the original.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #28 on: 2013-08-06 19:45:38 »
Here's the next comparison of the lower sector 4 plate battle scene, in-game this time because in kimera not all the meshes show up



Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?
« Last Edit: 2013-08-06 20:08:33 by BloodShot »

Covarr

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Re: [WIP] HD battle scene pack
« Reply #29 on: 2013-08-06 20:15:41 »
Once again, great work.

My chief concern is that detailed textures like this tend not to scale nicely in this engine. It's a non-issue in modern games with our fancy mipmaps and anisotropic filtering, but it can lead to an odd sort of sparkle, particularly if the textures have a lot of contrast:



That's not to speak ill of your work, it certainly looks fantastic. I just fear that it might not look as good in-game. Unless Aali has some secret future mipmap+aniso plans for a future version of his driver, this may be something to keep in mind.

DLPB

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Re: [WIP] HD battle scene pack
« Reply #30 on: 2013-08-06 20:57:11 »
Here's the next comparison of the lower sector 4 plate battle scene, in-game this time because in kimera not all the meshes show up



Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?

As far as I can remember this is the exact same model as the pyramid enemies you can fight in debug.  So work out which one that is, I'm sure someone round here knows.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #31 on: 2013-08-06 21:23:19 »
Thanks, I'll play around with each test pyramid and see which one shows up as the selection pyramid in-game.

Once again, great work.

My chief concern is that detailed textures like this tend not to scale nicely in this engine. It's a non-issue in modern games with our fancy mipmaps and anisotropic filtering, but it can lead to an odd sort of sparkle, particularly if the textures have a lot of contrast:

That's not to speak ill of your work, it certainly looks fantastic. I just fear that it might not look as good in-game. Unless Aali has some secret future mipmap+aniso plans for a future version of his driver, this may be something to keep in mind.

Yeah, I was concerned about that so I've been making the floor textures a max of 2048 but the walls and other distant textures smaller since you never see most of them up close anyway except the floor.

So far most of the textures I've tested seem ok, though certain ones like the wood floor I made for the Cathedral scene might have that issue, though I'm not sure yet since I don't have a save at that part.

Also, I probably won't do this for a while, but since the battle scenes are meshes would it be possible to remodel and texture them and import that into the game? Or even if you could add models onto the existing meshes, might be a good way of getting around the issue of low-poly/flat pipes in battle scenes and such.


EDIT:
I've replaced all of the test pyramids and none have resulted in replacing the select pyramid

Not really sure what to replace now. Could it be in the magic.lgp?
« Last Edit: 2013-08-06 22:30:31 by BloodShot »

JLOUTLAW

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Re: [WIP] HD battle scene pack
« Reply #32 on: 2013-08-06 22:56:11 »
Don't worry, the backgrounds you and EQ2lysa made look damn good in-game. You've done a morphenominal job.

Timu Sumisu

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Re: [WIP] HD battle scene pack
« Reply #33 on: 2013-08-07 00:18:29 »
The density and shape of the metal flooring needs work. while it may be due to old low rez textures, the elevated grips in the original are more rectangular rather than with the tapered edges. also yours seems to have way higher density.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #34 on: 2013-08-07 01:39:28 »
Right side is the new spacing and shape


magochocobo

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Re: [WIP] HD battle scene pack
« Reply #35 on: 2013-08-07 16:18:24 »
good work BloodShot!!
I hope you will complete the scenarios that have not been textured!
looks really nice your progress.
In the last image I think that the metal floor texture is not too much like the original but the improvement is very good.
Good luck!!!
:D

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #36 on: 2013-08-09 20:05:07 »
Ice cave



Don't mind the white background on the crystals, the transparency doesn't show up in kimera
« Last Edit: 2013-08-09 20:30:31 by BloodShot »

DLPB

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Re: [WIP] HD battle scene pack
« Reply #37 on: 2013-08-09 20:18:55 »
Right side is the new spacing and shape



To be honest, while the right looks more accurate to original game, the left looks more realistic to how it looks in everyday life. 

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #38 on: 2013-08-31 23:58:26 »
Update

« Last Edit: 2013-09-01 02:13:22 by BloodShot »

Tekkie.X

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Re: [WIP] HD battle scene pack
« Reply #39 on: 2013-09-01 08:06:44 »
Now dirty it up a bit.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #40 on: 2013-09-01 20:19:17 »


XVermillion

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Re: [WIP] HD battle scene pack
« Reply #41 on: 2013-09-02 03:01:45 »
Fantastic!

LeonhartGR

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Re: [WIP] HD battle scene pack
« Reply #42 on: 2013-09-02 07:46:31 »
Really nice work! Well done Bloodshot!

« Last Edit: 2013-09-02 07:50:28 by LeonhartGR »

Kaldarasha

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Re: [WIP] HD battle scene pack
« Reply #43 on: 2013-09-02 17:33:07 »
Quote
Anybody know the battle model file name for the yellow selector that floats above whichever character you're currently controlling?

Sometimes things are so obviously, that you never notice them. There are two dat files in the battle folder kage.dat and mark.dat. I guess mark.dat is the yellow selector you have searched for and kage.dat will be the shadow I have searched for. So next problem: how to extract them?

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #44 on: 2013-09-02 19:40:58 »
Damn, really? That explains why I missed it.

Yeah, got no idea what to do with a .dat file :/


Freighter

« Last Edit: 2013-09-02 19:48:58 by BloodShot »

sen

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Re: [WIP] HD battle scene pack
« Reply #45 on: 2013-09-03 00:27:38 »
A quick google on .dat files extract etc here dunno if this will be of any help:
http://pcsupport.about.com/od/fileextensions/f/dat-file.htm

halkun

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Re: [WIP] HD battle scene pack
« Reply #46 on: 2013-09-03 04:21:10 »
I guess the question is why change those? I think we've monkeyed around with the shadow file and nothing came of it the the past because it's the same model used for all characters and monsters.

Also the .dat file will be no way standardized. It's most likely a lzw compressed model.

Kaldarasha

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Re: [WIP] HD battle scene pack
« Reply #47 on: 2013-09-03 08:55:48 »
I want the shadows to look like in the PSX version.

BloodShot

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Re: [WIP] HD battle scene pack
« Reply #48 on: 2013-09-03 11:31:00 »
Yeah I remember a while back people were fooling with the shadows on here and the most they did was get them to look like a shape other than a circle.

I think the best bet for shadows would probably be something done with the OpenGL driver.

Kaldarasha

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Re: [WIP] HD battle scene pack
« Reply #49 on: 2013-09-03 11:42:46 »
It is very possible that transparency should actually rendered different. Some effects look different on PC, as example poison breath.