[WIP - Project] An Attempt At HD Textures

Kayliaah

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Yeah that's weird, especially crashing when using the uncompressed format, there is nothing to process so that's pretty strange.
If it's not the plugin, it could be your PS, time to update!
Or reinstall, lol.
 

Timbab

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I haven't even thought of that, lol, that PS could be the problem. I gotta check how to backup my settings and then I'll do a clean install with new updates, hopefully that'll fix those issues.

Can you test opening a comp .dds, then instantly saving it as a DXT5? And see if the dds you just saved causes the texture to be darker in the actual game?

Would be a quick answer to if it's the plugin or my PS.
 

Uli

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Kayliaah said:
@Uli, I thought you were retired? :D
You keep asking me to remind you to do it but then you vanish because you're busy.
I am but doesn't mean that I can't make a file which makes things easier for others during a time when I got time to burn.

Took you a while to finally notice that I wasn't kidding about being busy.
And Yes, I'm only posting now because its close to Christmas and I got time again (But unfortunately tomorrow and all of next week = crunch time)
 

Kayliaah

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@Timbab, I just did it using the default texture for the Composite helmet, saved as DXT5, no change, 8.8.8.8 ARGB, no change.
Did the same with the normal map, nothing. So no matter what you did, it's on your end.

@Uli, I never said you were kidding about it, didn't you notice yourself that I haven't talked with you about modding for at least 2 months now? We barely talked even.
 

ImperialAssasin

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It looks great ATM, but the rest of SWG looks as bad as the original armor so it stands out as looking too good :O
 

Tonberry

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I dread to be Uli atm, although my workload is starting to build up quite significantly too. After Christmas I'll be in pretty much the same boat. >.<
 

Timbab

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Kayliaah said:
@Timbab, I just did it using the default texture for the Composite helmet, saved as DXT5, no change, 8.8.8.8 ARGB, no change.
Did the same with the normal map, nothing. So no matter what you did, it's on your end.
Strange, I'll have to reinstall it all this weekend then. Though it's beyond me why it's that way though, my DDS looks literally identical to my psd, no color change in the exporting.

ImperialAssasin said:
It looks great ATM, but the rest of SWG looks as bad as the original armor so it stands out as looking too good :O
True that, it's especially a problem with environment textures. If you do some good HD ground textures, and miss some rocks or other environment stuff, they pop out extremely in comparison to the already modified textures. So unless you do everything, you can in a way make it more ugly overall, due to the uneven balance. With armor and items, it's a tick better at least.
 

Uli

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Kayliaah said:
@Uli, I never said you were kidding about it, didn't you notice yourself that I haven't talked with you about modding for at least 2 months now? We barely talked even.
Get on IRC more then.

I'm not good with time didn't notice it was 2 months :(
 

Kayliaah

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IRC is a pretty evil place, I sleep better without it.

I'm typing from an old and very crappy laptop with Vista on it and three broken keys on the keyboard, because my computer decided to say fuck all and simply stop booting, its stuck on Windows 7 recovery stuff, the only BIG problem is that it never finishes loading the files and gets stuck indefinitely lol.

Yesterday I said I was going to format my HDD today, it seems my PC didn't think it would be a good idea. Now I have no other choice but to recover Windows manually, if it doesn't work I'll have to get my files with a live CD in USB knowing that I don't have enough space left to backup everything so I'll have to sort those files with that live CD, THEN format and say goodbye to crappy old 7 and welcome fresh 7.

This laptop is pathetic, crappier than my old computer.
Wish me luck.
 

Timbab

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Aw, that totally sucks. Especially with the risk of big data loss. :/
Do you have the OS on a separate drive at least?

Hope you get it sorted out, keep us updated!
 

Kayliaah

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I'm using Ubuntu 11.10, it's so smooth compared to the one I used years ago, it works perfectly to access your hard drives and backup your stuff. I might even start to like it.
I thought the interface reminded me of a mac, but it's so much better in fact, I still prefer my good old Windows but if I were to change I know where I would go.

Anyways hopefully this mess will soon be over.
 

Tonberry

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For the record OS X Lion is much smoother than previous versions of OS X. ;)

And also Debian ftw, screw Ubuntu!
 

Timbab

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Tried Debian and Ubuntu over VMware a while ago, seemed pretty slick, but in the end I prefer my Windows. : >

Kinda liked Debian more too.
 

Tonberry

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Timbab said:
Tried Debian and Ubuntu over VMware a while ago, seemed pretty slick, but in the end I prefer my Windows. : >

Kinda liked Debian more too.
Yeah... Other than hardcore developers everyone does.
 

Timbab

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Speaking of which, do you have ANY idea or clue on how .pal files are defined, or rather where?

I mean like, that they use the alpha in the colormap and not for example the alpha in the _n? Or how they're told to use the alpha in the first place?

I've looked around but can't find any real info on how pal files work as a whole or are defined, I just know what they are and how they use the colors, etc.
 

Tonberry

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The palette for things would be defined in the shader for the item or whatever. For stuff which needs info on which colours to use like NPC's clothing or creatures it'd be specified in the clientdata file for that npc etc.

It's probably the most simple format. The info here outlines everything perfectly.
 

Timbab

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No I do know that, but my question is, how does the game know to use the alpha channel of the colormap.dds? The same can be asked about .eft files.

There must be a definition for it somewhere, or am I missing something? I mean in the shader file, it defines which palette to use, which texture to use, etc, but it doesn't define it deeper than that.
 

Uli

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Timbab said:
No I do know that, but my question is, how does the game know to use the alpha channel of the colormap.dds? The same can be asked about .eft files.

There must be a definition for it somewhere, or am I missing something? I mean in the shader file, it defines which palette to use, which texture to use, etc, but it doesn't define it deeper than that.
There is linking with nodes between shaders, efts and then the vertex shading and pixel programming, what happens to the alpha is defined with the vertex shading/pixel programing you do I think, can't remember fully of the top of my head.
 

Timbab

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You mean the psh/vsh files right? I wanted to look into them for a while now, never did though, only overflew them.

I'll check those out then, ty.
 

Tonberry

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Ah my bad, misunderstood your question. It's all good though, Uli is definitely your man for this topic, pixel shaders etc are more programming related after all and if I recall we haven't got anything up on the wiki for either of those to help you out.

EDIT: It appears I was right, the wiki doesn't appear to have any info on either, it does however seem to be doing fine on spam. :-/
 
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