Author Topic: Stuff to make a HD tremulous  (Read 187356 times)

Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #30 on: November 14, 2010, 05:46:23 am »
[img]

Before is on the left.
After is on the right.

And we didn't even do all the effects yet.

Looks good harraps though.

+1

That kind of looks like you just threw in a few lighting/contrast effects and maybe sharpened it a bit. Anything else?

ok, can you give me the tool thingy app that can code?

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #31 on: November 14, 2010, 11:47:13 am »
I thought he just scaled, unsharped and screwed up the colours.

Dragoon, now with stone paved legs and leather patches...
http://imgur.com/DDQ3j.jpg
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harraps

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Re: Stuff to make a HD tremulous
« Reply #32 on: November 14, 2010, 12:25:41 pm »
Lonly, I really like your textures but I've got 2 questions.
Why don't you use the Xreal engine if your are making a HD tremulous?
You're saying you increase the polycount and the texture size, but why don't you use heightmap or normalmap and md5 models.
Those things don't need a lot of work to make.
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sorry for my english !

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #33 on: November 14, 2010, 01:25:06 pm »
Lonly, I really like your textures
Can you explain why, so that i may like them too?
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Asvarox

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Re: Stuff to make a HD tremulous
« Reply #34 on: November 14, 2010, 05:38:09 pm »
kind of a improvement from 512x512 ones to me, but I'm far far away from calling it HD quality.
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Lonly

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Re: Stuff to make a HD tremulous
« Reply #35 on: November 14, 2010, 07:16:03 pm »
I have sod-all idea what i'm doing, but hey, doesn't that noise look nice.


Doing Noise Reduction...

Mind telling me how you did that?


Lonly, I really like your textures but I've got 2 questions.
Why don't you use the Xreal engine if your are making a HD tremulous?
You're saying you increase the polycount and the texture size, but why don't you use heightmap or normalmap and md5 models.
Those things don't need a lot of work to make.

I'm considering using XReal, it looks really good.
« Last Edit: November 14, 2010, 07:34:21 pm by Lonly »

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #36 on: November 14, 2010, 07:49:03 pm »
I have sod-all idea what i'm doing, but hey, doesn't that noise look nice.


Doing Noise Reduction...

Mind telling me how you did that?
Erm, how i did what? Do you think i removed the noise? Left's before, right's after, i added it, to give the false impression of extra detail at higher resolutions.

texture's here http://i.imgur.com/TxjRI.jpg
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Lonly

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Re: Stuff to make a HD tremulous
« Reply #37 on: November 14, 2010, 09:03:04 pm »
HD Rifle (Without Noise) and HD Flash...



I took the one Tremulant gave me and applied Color Vibrant.

Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #38 on: November 14, 2010, 09:14:49 pm »
HD Rifle (Without Noise) and HD Flash...

[img]

I took the one Tremulant gave me and applied Color Vibrant.
You don't make the graphics for a whole game using filters. Fact.

ok, can you give me the tool thingy app that can code?

Tamaru

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Re: Stuff to make a HD tremulous
« Reply #39 on: November 14, 2010, 09:15:12 pm »
tremulous after photoshop filters?


looks like some seriously hard work.

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #40 on: November 14, 2010, 09:26:34 pm »
Oh, but lonly, does that mean that all the hard work you did on:

is wasted?

You're supposedly a pr0 modder who's about to start an xreal port of trem and yet you decided to take my amateurish attempt and fuck it up further, rather than doing something original with your leet skills? Curious.

Come on people, if you can't even manage to produce something less half-arsed than my attempt, don't bother...
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Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #41 on: November 14, 2010, 09:32:58 pm »
Oh, but lonly, does that mean that all the hard work you did on:
[img]
is wasted?

You're supposedly a pr0 modder who's about to start an xreal port of trem and yet you decided to take my amateurish attempt and fuck it up further, rather than doing something original with your leet skills? Curious.

Come on people, if you can't even manage to produce something less half-arsed than my attempt, don't bother...
He supposedly did some original models for the [FuN] mod, but I still haven't seen it. I smell vaporware.

ok, can you give me the tool thingy app that can code?

Lonly

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Re: Stuff to make a HD tremulous
« Reply #42 on: November 14, 2010, 10:16:14 pm »
I lost all the models from the old FuN Mod when my computer broke.

We don't have it anymore. It was on the server at one time, so some people may still have it.

+

I don't have Adobe Photoshop, I've been using Gimp.
« Last Edit: November 14, 2010, 10:21:08 pm by Lonly »

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #43 on: November 14, 2010, 10:47:41 pm »
I don't have Adobe Photoshop, I've been using Gimp.
Same here, thanks for the PM, lonly, btw.
No, i don't particularly feel like doing the same for the shotgun for you, but i will tell you roughly what i did.
Open original texture, scale to 400%, apply gegl's bilinear filtering(you'd probably get better results with g'mic's anisotropic noise reduction but i couldn't be bothered to install it on this box at the time), add correlated rgb noise to a sensible level.
my knees by my face and my ass is being hammered

Lonly

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Re: Stuff to make a HD tremulous
« Reply #44 on: November 14, 2010, 10:59:04 pm »
I don't have Adobe Photoshop, I've been using Gimp.
Same here, thanks for the PM, lonly, btw.
No, i don't particularly feel like doing the same for the shotgun for you, but i will tell you roughly what i did.
Open original texture, scale to 400%, apply gegl's bilinear filtering(you'd probably get better results with g'mic's anisotropic noise reduction but i couldn't be bothered to install it on this box at the time), add correlated rgb noise to a sensible level.

Thank you
« Last Edit: November 14, 2010, 11:02:24 pm by Lonly »

jm82792

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Re: Stuff to make a HD tremulous
« Reply #45 on: November 14, 2010, 11:47:53 pm »
That's it, scale it and keep the ratio or trem will spit it out.
Although dding more detail or totally doing new ones would be much better.

harraps

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Re: Stuff to make a HD tremulous
« Reply #46 on: November 15, 2010, 07:47:25 pm »
I found something in my language !?  :o

http://tremulous-fr.org/forum/index.php?p=low&mode=topic&id=638&sid=25e4245bc2d0115ec7a5c9150ff16a2b

Maybe the most interesting thing you could found.
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sorry for my english !

Tremulant

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Re: Stuff to make a HD tremulous
« Reply #47 on: November 15, 2010, 08:04:01 pm »
and what is it exactly? looks like a load of xreal screenshots and trem with some noise and a silly, though admittedly pretty, over the top hud.
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Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #48 on: November 15, 2010, 08:19:38 pm »
Quote
Votre travail est tout simplement remarquable ! (Google translation: "Your work is simply outstanding !")
I see no "work" on that thread, only demonstrations of features that are already available in most modern games. I'm filing this under "vaporware".

ok, can you give me the tool thingy app that can code?

jm82792

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Re: Stuff to make a HD tremulous
« Reply #49 on: November 16, 2010, 07:02:04 am »
The only thing that scares me about xreal porting is getting the physics of the game.
Models, animations and crap aren't the scary/hard part, well not easy but it's self explanatory and has instant feedback, plus is hard to mess up.

« Last Edit: November 16, 2010, 07:05:54 am by jm82792 »

Odin

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Re: Stuff to make a HD tremulous
« Reply #50 on: November 16, 2010, 09:11:07 am »
The only thing that scares me about xreal porting is getting the physics of the game.
What? XreaL has the same physics as Q3(which Tremulous is based off of). It's the same game engine as ioquake3, with a re-written renderer.

jm82792

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Re: Stuff to make a HD tremulous
« Reply #51 on: November 16, 2010, 04:05:36 pm »
What I mean by the physics is the gameplay because from what I can understand Xreal uses MD3's(our current assets as place holders) and when you have stuff that already works we can upgrade them later.


Odin

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Re: Stuff to make a HD tremulous
« Reply #52 on: November 16, 2010, 09:39:14 pm »
What I mean by the physics is the gameplay because from what I can understand Xreal uses MD3's(our current assets as place holders) and when you have stuff that already works we can upgrade them later.


You're confusing like 5 different things here.

Tamaru

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Re: Stuff to make a HD tremulous
« Reply #53 on: November 17, 2010, 12:45:19 am »
Xreal uses Md5 and mtf formats for shaders.



oh and lonly.... why dont you SHOW us something, instead of asking people do stuff for you

also HD trem? they're gonna come out with 1.2 and completely null out your "HD TREM" project.


If you want to develop, go learn first... then maybe, just MAYBE, people might respect you a little.

jm82792

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Re: Stuff to make a HD tremulous
« Reply #54 on: November 17, 2010, 06:06:36 am »
Working 6 days a week has been taking some toll on my brain  :P
« Last Edit: November 17, 2010, 07:40:24 am by jm82792 »

Odin

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Re: Stuff to make a HD tremulous
« Reply #55 on: November 17, 2010, 09:01:30 am »
Xreal uses Md5 and mtf formats for shaders.
*mtr
And it can use md3 as well, and in Q3compat mode can read .shader files.

CreatureofHell

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Re: Stuff to make a HD tremulous
« Reply #56 on: November 17, 2010, 08:48:14 pm »
It'll be funny when these HD trems are about to be released and 1.2 shows up.
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Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #57 on: November 17, 2010, 09:09:56 pm »
It'll be funny when these HD trems are about to be released and 1.2 shows up.
Not if one of them comes out before Thursday.

ok, can you give me the tool thingy app that can code?

Fox One

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Re: Stuff to make a HD tremulous
« Reply #58 on: November 17, 2010, 09:34:54 pm »
Frankly, if you want a higher quality render output, it's not so much the models that need to be changed. Rendering lots of polys is still hard and a waste of time. The client engine really needs to be written to include some form of modern bump mapping such as parallax or normal mapping so that more complicated geometry can be simulated without significant increases on hardware requirements. Displacement mapping would be really nice. Solving graphics ugliness by increasing game model detail is the brute force method and isn't really as effective as other, cheaper (in terms of hardware load) solutions.

Also, none of these improvements are going to look really good unless and until we get dynamic lighting and soft shadows.

'High Definition' is marketing bullshit. As has been noted already, its only real technical meaning has to do with display resolution. When used as a descriptor in any other context it's meaningless (do commercials for 'HD audio' bother anyone else?).
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Pazuzu

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Re: Stuff to make a HD tremulous
« Reply #59 on: November 17, 2010, 10:19:00 pm »
'High Definition' is marketing bullshit. As has been noted already, its only real technical meaning has to do with display resolution. When used as a descriptor in any other context it's meaningless (do commercials for 'HD audio' bother anyone else?).
+1 for this. Tremulous already has HD, in fact, it works with any resolution if you use the custom mode.

ok, can you give me the tool thingy app that can code?