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Textures too much color

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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darkarena
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Textures too much color

Post by darkarena »

hi your textures too much color,lively  original textures more gloomy,pale,matt  Are you able to emulate the original?

Last edited by darkarena on Sat Dec 29, 2012 1:25 am, edited 1 time in total.
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DieHard SCWS
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Re: URP texture pack

Post by DieHard SCWS »

The textures are as much as possible the same color, and should reflect as much as possible the athmosphere and mood. Because they are are high resolution this can have a strange effect, because you can see much more detail.


For instance a concrete wall, in the old texture you can see that, but thats it. You cannot see any detail or what so ever. In the high resolution you can see all the details which means you can see little pebbles stuck in the concrete and little airbubbles and the shadow show of those. Also in the old textures you can see the blurred different colors, and it the high resolution you can see those clearly. And simple concrete is build out of hunderds different shades of those colors and is clearly visible. And that can range from purple to to grey, brown, violet, green, etc. Also the pebbles in the concrete does have that same effect, and colors range from blue, to dark blue, to purple, white and black.


All that you can see, which you cannot see in the low resolution textures. Now what i do is i stand back (literally) and keep the old texture next the new texture and from a distance the new texture i make, has exact the same color as the old from a distance. And thereby i try to disregard the detail that can be seen in the new texture.


So from far it has the exact same color, mood, and athmosphere as the old. But than again you can get close and see all the different colors you couldnt see before. And that pretty much decribes your problem. It is different because you can all of a sudden see the detail.


And i have worked on the rockfaces and found a good and solid texture last year. But i am reluctant to release it, because it looks so totally different and confusing, while in reality it is exactly how the rockfaces look like.


So in reality your problem is that you can see so much detail, and therefore it looks different from the original.



[img]http://www.unrealtexture.com/Media/S3TC/dmFlor1b_Old.jpg[/img]
[url=http://www.unrealtexture.com/Media/S3TC/dmFlor1b_Large_.jpg][img]http://www.unrealtexture.com/Media/S3TC/dmFlor1b_Medium.jpg[/img][/url]


If you go stand from a distance(6 or 7 feet) an look at it, they are pretty similar, but from closeby the differ alot.
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Last edited by DieHard SCWS on Sat Dec 29, 2012 1:46 am, edited 1 time in total.
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iLikeTheUDK
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Re: Textures too much color

Post by iLikeTheUDK »

I disagree. The hires texture is darker, its tiles are less deep and are shinier.
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darkarena
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Re: URP texture pack

Post by darkarena »

ok thanks  one last question

why do not match the
[url=http://bit.ly/c25MCx][img]http://f1212.hizliresim.com/14/x/hf092.jpg[/img][/url]

largest dimension but low resolution low bit depth

[url=http://bit.ly/c25MCx][img]http://f1212.hizliresim.com/14/x/hf0l1.jpg[/img][/url]
[url=http://bit.ly/c25MCx][img]http://f1212.hizliresim.com/14/x/hf0n3.jpg[/img][/url]
Last edited by darkarena on Sat Dec 29, 2012 1:50 pm, edited 1 time in total.
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

its tiles are less deep and are shinier
Yes, to my surprise i noticed the same thing, But i decided to post anyway to make my point. And i found more errors in all the floor tiles and a few other textures. I made this particular texture as it should be, so take a new look(refresh the page).


The hires texture is darker
No, the lighter parts are a bit lighter and the dark parts are bit darker, if i brighten the darker parts the lighter parts become even more lighter, as i said the overal picture is the same.


Except the tiles need to be fixed and the color green is slightly of too. But the darkness/lightness is how it should be.


why do not match the
Its a common error which is imposible to fix. There is a star texture on the background that fills the entire sky. The nebula texture is put in front of that. And the nebula also has stars in the texture. In this case the stars are larger in the nebula, and this can can only be fixed if the nebula is scalled down so the stars match.


Or vice versa, the star texture in the background needs to be enlarged till a point they match the stars in the nebula texture.


But that means the map has to be altered and that means the nebula becomes unwanted small(read tiny) and i estimate at least 8 times smaller. Or the stars should be at least 8 times larger, and that probably looks rediculous.


In the low resolution this couldnt be seen, and it points to the downside of having S3TC. The planets and moons also had this problem which i fixed by masking everything except the planets nad the moons. This cannot be done with the nebulas because this would need a 256 color blending and we are limited to 1 color.


And its pretty much similar to the holoscreens, some are inverted(mirrored) to the map. And backthan no-one cares because you could see it.....


largest dimension but low resolution low bit depth
I do not understand what you mean, could you elaborate it a bit more.
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Last edited by DieHard SCWS on Sat Dec 29, 2012 2:35 pm, edited 1 time in total.
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

Here are both textures with the tile fixed and a slight green adaption and scalled down.

[img]http://www.unrealtexture.com/Media/S3TC/AAAA.jpg[/img][img]http://www.unrealtexture.com/Media/S3TC/BBBB.jpg[/img]



Which is the old and which is the new? ;)
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Last edited by DieHard SCWS on Sat Dec 29, 2012 2:50 pm, edited 1 time in total.
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GreatEmerald
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Re: Textures too much color

Post by GreatEmerald »

Yea, some of the errors you see in maps is the fault of the level designers. That's why we have UEE and all.
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darkarena
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Re: Textures too much color

Post by darkarena »

I do not understand what you mean, could you elaborate it a bit more.

rock textures low resolution please remake
[url=http://bit.ly/c25MCx][img]http://f1212.hizliresim.com/14/x/hf0n3.jpg[/img][/url]
haha :D 8bit texture
[img]http://www.yukleresim.com/photos/20121229135679824154798.jpg[/img]
[img]http://www.yukleresim.com/photos/20121229135679884193614.jpg[/img]
[img]http://www.yukleresim.com/photos/20121229135680008852557.jpg[/img]
Last edited by darkarena on Sat Dec 29, 2012 4:55 pm, edited 1 time in total.
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

Sigh, yeah the rockfaces, they seem so simple but are really hard to make, i am trying for years and years now...........


And about a year ago i found a stone that more or lesss seem to be ok, but than again, its not what i am looking for. I just can say its always on top of my list and always have been. So i keep trying and thats the best i can.


The grass texture will get an update, because i found it finally this summer, it looks awsome and is much better processed than the previous update. I just need to fix the tiling problem.
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iLikeTheUDK
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Re: Textures too much color

Post by iLikeTheUDK »

In the low resolution this couldnt be seen, and it points to the downside of having S3TC. The planets and moons also had this problem which i fixed by masking everything except the planets nad the moons. This cannot be done with the nebulas because this would need a 256 color blending and we are limited to 1 color.
You could just make the nebula texture transluscent.
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Hellkeeper
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Re: Textures too much color

Post by Hellkeeper »

In the low resolution this couldnt be seen, and it points to the downside of having S3TC. The planets and moons also had this problem which i fixed by masking everything except the planets nad the moons. This cannot be done with the nebulas because this would need a 256 color blending and we are limited to 1 color.
You could just make the nebula texture transluscent.
Problem is, this would have to be set in the map, not on the texture, and this means altering the map, something he cannot do.
What he can do is make it masked, but on such a texture, it woudl either be a binary mask (visible/not visible), which would look awful, or use a gradual mask (what he called a 256 color blending), which he cannot do. Thus, this problem is unfixable as is.
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sn260591
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Re: Textures too much color

Post by sn260591 »

Problem is, this would have to be set in the map, not on the texture, and this means altering the map, something he cannot do.
But there are also Surface->bTransparent in texture properties.
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

Problem is, this would have to be set in the map, not on the texture, and this means altering the map, something he cannot do.
What he can do is make it masked, but on such a texture, it woudl either be a binary mask (visible/not visible), which would look awful, or use a gradual mask (what he called a 256 color blending), which he cannot do. Thus, this problem is unfixable as is.

Which is what i was gonna write, Hellkeeper hits the nail on the head. I cant alter any setting in the textures except 1 bit Alpha blending, which in this case is unduable because this ruins the texture beyond believe.


Any other setting wont work either, it merely try's to hide it a bit by making it translucent. But as Hellkeeper said this can only be done in the map and not in the texture. So only a mapper can solve this.


I simply have limited options, i can make it masked or not! So no: You could just make the nebula texture transluscent. And no: But there are also Surface->bTransparent in texture properties. All those are setting you can do in the editor, and not by me. I cant touch any setting in the texture, none of them, except 1 Bit Alpha blending.


Apart from that, if there was a solution it would have been done years ago, but there simply is no solution that can be done my me. Well and that is the end of the story.


Take the map and alter its name, open it in the editor and either enlarge the stars or reduce the Nebula or set it to translucent, well and save it again. Thats all that can be done.
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Smirftsch
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Re: Textures too much color

Post by Smirftsch »

maybe we should really check for some solution for you with DXT5, but this again would only work for 227 and not for UT, so it's not really satisfying for your project either...
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Re: Textures too much color

Post by Hellkeeper »

Problem is, this would have to be set in the map, not on the texture, and this means altering the map, something he cannot do.
But there are also Surface->bTransparent in texture properties.
The same problem remains: what diehard does is change the image, and the image alone. He neither act on the texture properties, nor on the properties of the surface on which it is applied. This is because it would create mismatch. Even if it didn't, simply changing a single flag on a texture would ruin all other maps which ever used this texture. Think about it : maybe 10 years ago, someone used this texture for something else, for example, a panel. Changing the property of the texture, for example to translucent, would change this map and give it a nice Hall of Mirrors effect. You cannot change all maps done over the last 15 years to correct this.

Even if you could change all these maps, you would run into mismatch everywhere, as packages would have been modified, and any server with a decent anti-cheat would kick you right off the bat because your packages being altered coulmd very well be altered in order to give you an unfaire advantage. Think of how easy it would be to make pawn textures Unlit and suddenly acquire perfect vision of the enemy.
Last edited by Hellkeeper on Sun Dec 30, 2012 6:33 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Textures too much color

Post by []KAOS[]Casey »

I'm fairly sure I could modify the texture merger I made for diehard to change UTexture properties without a mismatch. Conforming should handle any problems.


But the question on whether or not it's the right fix is obviously the issue. In this instance, it's fair to say you're screwed.
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

maybe we should really check for some solution for you with DXT5, but this again would only work for 227 and not for UT, so it's not really satisfying for your project either...
Yes, but that is only a so, so solution, because i still have to remove most of the stars in the texture, and as you say its not a solution for the UT players.

Conforming should handle any problems
Conforming makes the palettes disapear, for UT to prevent the skating player glitch i have to conform all the files. It turned out while conforming the textures it purged Palette2 on ShaneChurch.utx which caused a mising texture while entering the server, i removed the S3TC texture(SMoon2) involved. I though it was a one time glitch but found out that the PlayerShp.utx package contain several textures:

Conduit3
Girdrw8
Girdrwk2
Girdrwk3
Girdrwk7
Hullpn97
HULLRIB2
Locker1
PANELS10
Panels11
pburn3
pburn5
Slotted1
Slotted3
Socket
vbase1
vGirder1
Wallwka

that misses Palette5.


I left the textures in for the time being but its a large amount of textures:

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Pillar/Conduit3.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Trim/Girdrw8.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Trim/Girdrwk2.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Pillar/Girdrwk3.gif[/img]

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Trim/Girdrwk7.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Ceiling/Hullpn97.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/HULLRIB2.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Deco/Locker1.gif[/img]

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/PANELS10.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/Panels11.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/pburn3.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/pburn5.gif[/img]

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Deco/Slotted1.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Deco/Slotted3.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Trim/Socket.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Base/vbase1.gif[/img]

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Trim/vGirder1.gif[/img]    [img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Wall/Wallwka.gif[/img]



And they basically are all textures that were made, while using entire or parts of this base texture:

[img]http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/PlayrShp/PlayrShp/Base/vbase1.gif[/img]

And it is actully really worrying if not more packages are affected............ And thats put very, very mildly......
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Last edited by DieHard SCWS on Sun Jan 06, 2013 1:05 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Textures too much color

Post by []KAOS[]Casey »

Was this ran with the new merger I made? Uh oh...

I just let the engine handle the madness. Maybe I should reverse engineer that and write a new conform method
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DieHard SCWS
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Re: Textures too much color

Post by DieHard SCWS »

Was this ran with the new merger I made? Uh oh...
The new mergertool was supposed to fix the procedural that are sitting in the first place of the package. But the new mergertool was abandened(at least for the bigger part) because the masked textures that are not updated(to S3TC) disapear completelly or are at best half there.

You still had/have to fix that....... :)


Also there was a report that certain waterfalls disapear, but on the spot i dont know anymore if this was a mergertool problem.
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Last edited by DieHard SCWS on Wed Jan 09, 2013 6:23 pm, edited 1 time in total.
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