some half made texture file

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some half made texture file

Post by zuzuf » Fri Sep 26, 2008 6:26 pm

here is some textures I've recreated in HD (2 times the original size) with GIMP:
http://www.ta3d.org/files/content/WIP.7z
you'll need 7zip to extract it.

or
http://www.ta3d.org/files/content/WIP.zip
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Post by Balthazar » Fri Sep 26, 2008 6:52 pm

WOW! Awesome stuff! :shock:

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Post by milipili » Fri Sep 26, 2008 7:10 pm

The 7zip format is not really pratical. A dedicate program is needed, and on OS X it's all you want except user-friendly (except for unix-masters) and honestly an OSX user won't install a stupid software just for that. Could you use another format instead ? The zip format might have disavantage but not this one.
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Post by milipili » Fri Sep 26, 2008 11:11 pm

Really nice zuzuf ! :)
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Post by zuzuf » Sat Sep 27, 2008 11:55 am

Thanks,

now if you want to see the work left, this is only half one of the a GAF which contain textures, there are many more (even if not all GAFs contain textures and some are redundant)
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Post by blagishnessosity » Sat Mar 14, 2009 6:32 pm

I might be able to help out on this (I have a little photoshop/gimp/design experience). What files are left to edit? What tools do I need for extracting and for saving? I looked at the files you uploaded and they look the same just higher rez. Did you do any editing or just resize?

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Post by zuzuf » Sat Mar 14, 2009 7:19 pm

Actually I created them with the original as a model. I used gimp for this, so I used several layers, the background layer being the original image being resized, the rest is 100% TA IP free, it's not a copy nor a resized version.

I tried to "resize" them with a texture generator algorithm, but the results were not good looking :cry: so we have to do the work manually.

The TODO list is in the subversion repository:
http://trac.ta3d.org/browser/trunk/mods/ta3d/TODO
Here we are talking about what's in anims and textures folders :)

this list also contains my half made file because it's not finished.

The easiest way to make new textures out of old ones is to extract the GAF you want to recreate with TA3D (type --help as command line option it should display you several GAF related options).

basically you do:

Code: Select all

ta3d --extract_gaf anims\\my_gaf_file.gaf
it will extract all the pictures and create a .tdf file that describes the GAF structure. Since we don't care here about offsets, we can use it again to repack our home made images:

Code: Select all

ta3d --create_gaf my_gaf_structure.tdf
Then you should have your new GAF file :)

NB: use TA3D >= 0.5.3, previous versions use a different 24/32 bits GAF format which is not compatible with new versions (introduced in 0.5 because 0.6 breaks it)
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Post by blagishnessosity » Sat Mar 14, 2009 8:48 pm

ah, thats a good idea, tracing over the old one. I read someone else that the textures tried to include their own shading/shadowing, did you ignore textures like this or did you just try to copy it as closely as possible?

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Post by zuzuf » Sat Mar 14, 2009 11:10 pm

I tried to copy it as closely as possible because lots of textures will be used only by mods and/or 3DO models, so they should be rendered the same way they are rendered by TA.
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Post by blagishnessosity » Sun Mar 15, 2009 2:10 am

I looked at the gimp files you created with the layers, thats nice work. How many of these textures are there? Seems like a pretty big undertaking to redo every single texture :P. Which gafs did those files come from (which have you done so far)? I guess the most important ones come from totala1.hpi. Do you have the ones you've already done saved anywhere in svn (is there a place I can upload files to as I complete them)?

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Post by zuzuf » Sun Mar 15, 2009 2:36 am

Currently I've made about half the textures/armbldg.gaf file (probably from ccdata.ccx). Those files aren't in the SVN (they're binary files so this is not a good idea).

Since I have my own server now I can add a web service for that, I'll do that tomorrow :)
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Post by blagishnessosity » Sun Mar 15, 2009 2:48 am

I did some looking around with hpiview, the textures you did were definitely in totala1.hpi. It's the first gaf in the textures folder, so that makes it easy...start at the top. I guess for now I'll keep my stuff locally. I'm going to reformat my box...I've been setting up a slipstreamed xp cd all day :( ...After that I'm going to setup dual boot with linux, probably gentoo :). I'm going to try using GIMP, but I'm def better with photoshop...and I'm rusty even at that :P

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Post by blagishnessosity » Sun Mar 15, 2009 2:53 am

Regarding the image sizes of the textures, do you just double the dimensions? 64x64 becomes 128x128, 32x32 becomes 64x64, 32x64 becomes 64x128, etc?

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Post by zuzuf » Sun Mar 15, 2009 12:09 pm

Yes I just doubled their size, it adds enough details without requiring too much memory.
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Post by hirsoft » Sun Apr 12, 2009 12:45 pm

The link need fixed

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Post by zuzuf » Wed Apr 15, 2009 10:54 am

hm it works for me
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Post by hirsoft » Sun Apr 19, 2009 2:18 pm

I got it work by cspeed.net
PS:how can i used those texture? :shock:

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Post by zuzuf » Sun Apr 19, 2009 7:43 pm

first you need to extract the corresponding OTA gaf file, then overwrite existing files with the HD content and then build the new GAF which will use HD content and OTA content when there is no HD remake (otherwise textures will be missing).

Then you can put this gaf where TA3D expects it to be, clear the cache (otherwise model textures won't be updated) and start the game :)
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Post by hirsoft » Mon Apr 20, 2009 1:20 pm

I hadn't find any file in HPI that named like "ArmV3c0.tga".
How to collate it?

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Post by zuzuf » Mon Apr 20, 2009 6:12 pm

no it's the name of the gaf file that contains those images, it's something like textures/armbldg.gaf
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Post by hirsoft » Mon Apr 20, 2009 6:49 pm

:P
i give up after 1 hour.
Can you write some thing that complace the picture that same name with gaf.

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Post by zuzuf » Mon Apr 20, 2009 8:29 pm

try this file:
http://netserver.ta3d.org/files/armbldg.gaf

I've not tested it, but it should work :)
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Post by hirsoft » Tue Apr 21, 2009 3:03 am

Yes it work,i got a HD kobt and some unit's HD part.

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Post by Balthazar » Tue Apr 21, 2009 12:56 pm

screenshot will be greatly appreciated :P

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Post by hirsoft » Tue Apr 21, 2009 1:29 pm

Yes,surly i can.
before changed.
Image

after change.
Image

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Post by zuzuf » Tue Apr 21, 2009 5:45 pm

looks great when textures aren't corrupt, shame that a few are :cry:
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Post by hirsoft » Tue Apr 21, 2009 6:44 pm

:D
It change my interesting wait 3D waepon to Wait HD texture.

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Post by Balthazar » Tue Apr 21, 2009 8:28 pm

Yeah, very promising. Thay could be much better with HD resolution, since the old ones used 256 colors and now we can have 16 M colors to use.

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Re: some half made texture file

Post by Balthazar » Mon Jun 08, 2009 1:33 pm

Was there any progress in HD texture creation since the first post? If i`ll continue the first file - will it be ok?

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Re: some half made texture file

Post by zuzuf » Mon Jun 08, 2009 4:15 pm

Of course you can, I only made those textures to show the way :mrgreen: , that's why there was no progress since then :( , I don't have time to work both on the code and on the resource set.
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Re: some half made texture file

Post by Balthazar » Mon Jun 08, 2009 4:19 pm

In this case (since track doesn`t show the tree) where can I get the whole list of textures that have to be redone?

I suppose Anims and Textures folders from totala1.hpi?

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Re: some half made texture file

Post by zuzuf » Mon Jun 08, 2009 4:30 pm

Actually we already have a TODO list here:
http://trac.ta3d.org/browser/trunk/src/ ... /ta3d/TODO

You're interested in the textures/*.gaf files.

This is the list of files you get from a complete OTA install when you list all the files in the archives (minus the very few files we've remade).
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Re: some half made texture file

Post by Balthazar » Mon Jun 08, 2009 4:43 pm

As i see here`s the list of needed to be redone files:

1421 textures/armbldg.gaf
1422 textures/armcamo.gaf
1423 textures/armships.gaf
1424 textures/armvehic.gaf
1425 textures/corbldg.gaf
1426 textures/corcamo.gaf
1427 textures/corships.gaf
1428 textures/corvehic.gaf
1429 textures/exp1.gaf
1430 textures/logos.gaf
1431 textures/wreckage.gaf

Which of them you have already started?

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Re: some half made texture file

Post by zuzuf » Mon Jun 08, 2009 4:51 pm

Yes it's the list :), I only started the Armbldg.gaf file which is half remade now.
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Re: some half made texture file

Post by hirsoft » Tue Jun 09, 2009 8:59 am

suppent balthazar's work!

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Re: some half made texture file

Post by Balthazar » Tue Jun 09, 2009 12:15 pm

I`ve got a problem.

extracting gafs works fine, but it does create gaf_name.gaf.txt file instead of gaf_name.tdf, but I can`t create gaf from tdf images.
(working with ARMBLDG.GAF)

Error: In frame 0, could not load Armdome10.tga

Size of new created GAF - 336 bytes.

Any ideas?

Here`s 4 tga files I`ve re-created.
Attachments
CorBldg.rar
(34.26 KiB) Downloaded 1315 times

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Re: some half made texture file

Post by zuzuf » Tue Jun 09, 2009 4:24 pm

the txt file is normal, it doesn't describe anything else than the structure of the GAF file, just pass it to "ta3d --create_gaf " and it'll read it.

I've just tested, indeed there is a bug, I can create a GAF file but if I extract it again, I got corrupted textures and I had to convert TGAs into standard TGAs to view them :oops:
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Re: some half made texture file

Post by zuzuf » Tue Jun 09, 2009 5:16 pm

fixed in last revision :). In fact it was writing BMP files and since windows programs use extension instead of MIME type, they didn't see a BMP file but a TGA file.
I also fixed some bugs in the TGA writer.
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Re: some half made texture file

Post by Balthazar » Tue Jun 09, 2009 6:06 pm

Then assemble the new binaries so the work could be done!

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Re: some half made texture file

Post by zuzuf » Tue Jun 09, 2009 7:37 pm

I am uploading a new package to the ftp :)
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Re: some half made texture file

Post by Balthazar » Thu Jun 11, 2009 5:41 am

Yes, it works now. But the new assembled GAF have lesser size than the source one. (extracted tga`s are the same, so no loss here). Is there new compression added?
172 kb VS 86,7 kb

Here`s the example of the HD texturing
Image

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Re: some half made texture file

Post by xpoy » Thu Jun 11, 2009 9:24 am

COOOOOOOOOOL!
Super Suppeent!

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Re: some half made texture file

Post by zuzuf » Thu Jun 11, 2009 4:19 pm

Balthazar wrote:Is there new compression added?
Data are compressed using zlib :D, that's why it's smaller and lossless :) (old format was saving images as jpeg RGB + jpeg gray for alpha).
zlib is more efficient than OTA GAF compression which only compress by rows of pixels using some poorly efficient compression algorithm (but since it's fast it was a good choice 12 years ago :P).
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Re: some half made texture file

Post by xpoy » Thu Jun 11, 2009 6:35 pm

In this case, might we could recompresse OTA data for person players? The people who already bougt a TA copy, /:^]
It will indeed helpful in size.

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Re: some half made texture file

Post by Balthazar » Thu Jun 11, 2009 7:33 pm

We definately need an artist :P I`m mostly resize textures and use a sharpen filter. But they all are need to be recreated
with high-color images and pallete to use full advantage of new TGA support system.

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Re: some half made texture file

Post by zuzuf » Thu Jun 11, 2009 9:59 pm

recompressing OTA GAFs is possible, even easy if you have a powerful Unix like shell :D. Just use the "./ta3d --quiet --show *.gaf" command to get the list of all GAFs, then for each one call "./ta3d --quiet --extract_gaf $1", "./ta3d --quiet --create_gaf *.txt" and rm "*.txt *.tga", you should get all GAFs converted to TA3D format.

Beware that those commands are affected by current selected mod in TA3D !! (since they use the ta3d program ...). Also the conversion process is likely to take a while ... so you have time for a coffee, diner and probably a shower :P.
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Re: some half made texture file

Post by Balthazar » Sun Jan 31, 2010 10:49 am

So HD textures. They were resized and affected by Sharpen Filter. They are really need to be re-done better later, but now i`ve done all i can :P More will be later.

Since now the are quite different from OTA ones, I hope we can ship them with TA3D :P

P.S. Now we have full HD :P set of textures for Core.
Attachments
CorShips.rar
(1.15 MiB) Downloaded 1266 times
CorVehic.rar
(923.21 KiB) Downloaded 1246 times
Wreckage.rar
(538.67 KiB) Downloaded 1249 times
CorCamo.rar
(963.29 KiB) Downloaded 1216 times
CorBldg.rar
(734.94 KiB) Downloaded 1257 times
Logos.rar
(297.56 KiB) Downloaded 1354 times

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Re: some half made texture file

Post by zuzuf » Sun Jan 31, 2010 1:27 pm

It's interesting if you want HD textures but filtering OTA textures won't give IP free stuffs since it's still OTA textures (rescale them by 0.5x you'll get exactly OTA textures with some noise).
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Re: some half made texture file

Post by Balthazar » Sun Jan 31, 2010 4:57 pm

So it looks like we can`t do textures that are looks like TA ones even if we make them from scratch? And we can`t get units similar to TA-ones if they`ll look the same way? It sounds kinda wrong to me...

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Re: some half made texture file

Post by zuzuf » Sun Jan 31, 2010 5:21 pm

If we make it ourselves there is no problem but we can't just process original ones through filters. It can(must) look like the original but it must not be the original.
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