some half made texture file
- zuzuf
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some half made texture file
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
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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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.
Damien Gerard
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- blagishnessosity
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- zuzuf
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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 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:
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:
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)
I tried to "resize" them with a texture generator algorithm, but the results were not good looking 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
Code: Select all
ta3d --create_gaf my_gaf_structure.tdf
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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- blagishnessosity
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- blagishnessosity
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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 . 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)?
- blagishnessosity
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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
- blagishnessosity
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- zuzuf
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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
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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- Balthazar
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Re: some half made texture file
Was there any progress in HD texture creation since the first post? If i`ll continue the first file - will it be ok?
- zuzuf
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Re: some half made texture file
Of course you can, I only made those textures to show the way , 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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- Balthazar
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Re: some half made texture file
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?
I suppose Anims and Textures folders from totala1.hpi?
- zuzuf
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Re: some half made texture file
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).
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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- Balthazar
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Re: some half made texture file
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?
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?
- zuzuf
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Re: some half made texture file
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
suppent balthazar's work!
- Balthazar
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Re: some half made texture file
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.
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
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- CorBldg.rar
- (34.26 KiB) Downloaded 1362 times
- zuzuf
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Re: some half made texture file
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
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
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- zuzuf
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Re: some half made texture file
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.
I also fixed some bugs in the TGA writer.
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- Balthazar
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Re: some half made texture file
Then assemble the new binaries so the work could be done!
- Balthazar
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Re: some half made texture file
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
172 kb VS 86,7 kb
Here`s the example of the HD texturing
Re: some half made texture file
COOOOOOOOOOL!
Super Suppeent!
Super Suppeent!
- zuzuf
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Re: some half made texture file
Data are compressed using zlib , that's why it's smaller and lossless (old format was saving images as jpeg RGB + jpeg gray for alpha).Balthazar wrote:Is there new compression added?
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 ).
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Re: some half made texture file
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.
It will indeed helpful in size.
- Balthazar
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Re: some half made texture file
We definately need an artist 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.
with high-color images and pallete to use full advantage of new TGA support system.
- zuzuf
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Re: some half made texture file
recompressing OTA GAFs is possible, even easy if you have a powerful Unix like shell . 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 .
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 .
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- Balthazar
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Re: some half made texture file
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 More will be later.
Since now the are quite different from OTA ones, I hope we can ship them with TA3D
P.S. Now we have full HD set of textures for Core.
Since now the are quite different from OTA ones, I hope we can ship them with TA3D
P.S. Now we have full HD set of textures for Core.
- Attachments
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- CorShips.rar
- (1.15 MiB) Downloaded 1311 times
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- CorVehic.rar
- (923.21 KiB) Downloaded 1296 times
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- Wreckage.rar
- (538.67 KiB) Downloaded 1295 times
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- CorCamo.rar
- (963.29 KiB) Downloaded 1256 times
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- CorBldg.rar
- (734.94 KiB) Downloaded 1298 times
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- Logos.rar
- (297.56 KiB) Downloaded 1405 times
- zuzuf
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Re: some half made texture file
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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- Balthazar
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Re: some half made texture file
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...
- zuzuf
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Re: some half made texture file
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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