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ShaneSky.utx

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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DieHard SCWS
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ShaneSky.utx

Post by DieHard SCWS »

First update on this package.


There is only a few updates in the package, at the last moment i decided to go make higher resolution planets, at least something high resolution for the time being. Which i did. But the next day i was so ashamed of the result that i decided to put more time in them and create actual cool looking more final versions. Which i did :)


And i am happy with the result :) Heres a screenshot [url=http://www.celticwarriors.net/Media/S3TC/DmWeapon4Planet.jpg]DmWeapon4Planet[/url]

This package connects to the SkyBox package which has also one planet that i updated. The textures can be seen in a variety of maps like: Spirevillage, DmVertical+, SkyTown has 2 of them. Any map that has planets in the skybox.

Heres the link:

[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/ShaneSky.zip][glow=yellow,2,300]ShaneSky.utx[/glow][/url]


Enjoy :)
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Last edited by DieHard SCWS on Sun Aug 13, 2006 12:49 pm, edited 1 time in total.
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Hyper
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Re: ShaneSky.utx

Post by Hyper »

Holy mother! That planet looks so nice.
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Re: ShaneSky.utx

Post by DieHard SCWS »

Yeah, i think they all look very cool, it depend a bit where they are placed in the map, and the size, but they for sure look cool.


I gave all of them a noticable atmosphere. The lighter planets like the one in the screenshot is a bit darker than the original one. If i had matched them ecactly the would have looked too nice, so i kept the atmosphere somewhat ominous.

Btw, in case you havn't notice, the Skaarj package is also released.
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Hyper
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Re: ShaneSky.utx

Post by Hyper »

That red planet also looks extremely well. The detail is so rich, even with rifle zoom on it. Very beautiful.

But I spotted a small issue with it. You can see a small part of repetition in the texture:
[img]http://www.xs4all.nl/~duivenv/forum/redplanet.jpg[/img]

On the left and under the planet are vague spots of repetition. This shot is taken at SpireVillage.
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Re: ShaneSky.utx

Post by DieHard SCWS »

I had expected that remark, though i did not check it with the orinal textures, the size of the planets in the texture is the same as the original. What you see is the repeat from the texture itself, in this case on the left and bottom. This basically is bad mapping...... Not a texture problem.


As said i did not check it with the normal textures, but i asume its there too, just not as noticable. As before, the high resolution textures should be exact the same as the original, but because of the higher detail, errors made by mappers simply show up very easelly.


For that same reason i check on the textures for the SGC map in high resolution to make sure everything is exactly aligned. But its a pitty some errors show up, like this on. Most DM maps luckely i didnt found it, but its alot to be seen in the Unreal default maps.....



However i will check on it to be sure, and see if scaling down the size of the planet could do the trick, though i doubt it. If its there in the normal textures than theres nothing to do about it, just try disregard it. But itsd a pitty i agree :-/
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Hyper
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Re: ShaneSky.utx

Post by Hyper »

Oh, if the problem is in the map feel free to leave it. These new textures are really a thousand times better than those old ones. You got some impressive skills there.
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Re: ShaneSky.utx

Post by DieHard SCWS »

Hmmm,


I did have a look at it, in both normal and S3TC but i cannot find a repeat using the normal textures, so i redid the planet to make sure it was absolute 100% within the limits of the normal planet by scaling it down a bit. But the problem remains ??


This is a bit weird, i am unsure now what exactly is causing this. Normal theres no repeat, High resolution there is. The only thing i can think of now is that it may be some kind of masking problem, or that for some reason the repeat is showing differently using S3TC textures.


For the moment i have no solution for the problem, unless i scale down the planet by half, but that will result into a planet that willl be half the size when you see it "inmap", which is prob alot uncooler than the barelly visible repeat.

This texture is btw located in the SkyBox Package not the ShaneSky package (not that it really matters lol)


Which means its after all, somehow..., a texture problem, its weird and at this point i have no solution.
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Hyper
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Re: ShaneSky.utx

Post by Hyper »

Personally I certainly would preference a minor error like this over losing half the detail.
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Re: ShaneSky.utx

Post by DieHard SCWS »

Theres also another red planet, i took this "photo"   :D in DmBetweenWorlds


[url=http://www.celticwarriors.net/Media/S3TC/DmBetweenWorldsPlanet.jpg]DmBetweenWorldsPlanet[/url]


In time i will work a little more to add some extra detail, and make the 3 lighter version somewhat different, but for now i think they look awsome, the atmosphere definatelly is the finishing touch :)
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Re: ShaneSky.utx

Post by DieHard SCWS »

Personally I certainly would preference a minor error like this over losing half the detail.
I absolutelly agree on that :)


But ill keep thinking what it could be lol, no clue right now ::)
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Re: ShaneSky.utx

Post by Hyper »

Theres also another red planet, i took this "photo" :D in DmBetweenWorlds


[url=http://www.celticwarriors.net/Media/S3TC/DmBetweenWorldsPlanet.jpg]DmBetweenWorldsPlanet[/url]


In time i will work a little more to add some extra detail, and make the 3 lighter version somewhat different, but for now i think they look awsome, the atmosphere definatelly is the finishing touch :)
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Wow, cool. I did not see that yet. It looks even better.

It always goes like this: After installing the new ReTexturing Project textures I check out some of the maps and notice some nice upgrades, but when I'm playing in the days/weeks after that I keep noticing changes. Or sometimes I wonder "Is this thing new or not?!!" lol.
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Re: ShaneSky.utx

Post by DieHard SCWS »

Or sometimes I wonder "Is this thing new or not?!!" lol.

And because i work on so many textures at the same time, and having bad memory, this often happens to me too lol. While playing in a map, i see a texture that i never saw before, and i find myself studying it (and getting killed  ::) )because it looks cool. And than sometimes realizing, OMFG thats that or that texture from that package.


And its due to the same problem, sometimes i find maps where they are being used, but often i have no clue or what so ever where the texture is to be found. And i know how it looks in Photoshop, but its totally different ingame, because there its wrapped around an object, or inverted, or due to the tiling you see the side parts more obvious than the middleparts(unlike Photoshop) and not mention there is lightning making it lighter or darker.



And i estimate that i did never saw some 15-25% of my textures, Yeah, i know the feeling alright :)
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Re: ShaneSky.utx

Post by BOZO »

Planets look great !

One problem though - you should never be able to see through a solid body and be able to see the occluded stars behind it. I'm sure it is just how the masking is set on the texture where the planet is unlit - just make it very black (1,1,1) instead of (0,0,0) to correct the issue on the dark side of the planet.
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Re: ShaneSky.utx

Post by DieHard SCWS »

The original planets are not Masked, so i did not make them Masked(lol, i dont even know what happens if i do).


If you refer to the planet in the screenshot from Hyper, i asume the stars that should be on the background, simply are in front of the planet because the are in front of it. If its due to translucent done by the mapper, than its a mapper error. And again i did not check this..... but more an assumption on my part. The S3TC texture is exactly as the original one(non Masked) and same planet coveridge as in the normal texture, except the overal size and being 24 bit color instead of 256 colors.



Ah well lol, i decided to check this, and using the normal texture the stars are still in front of the planet, so its bad mapping alright ::) And not another weird unsolvable problem :)

And such map errors can't be repaired by the project, even if this was possible than the problem is likelly to raise vice versa on a map inwhere a mapper did it correctly :) At least this one is checked, its a bad mapping error.


Btw, its still a pitty the Mergertool, or Unreal, seem not to support 256 bit Alpha channels, which would be very usefull on the nebulas. I at least wish i knew this is a Mergertool problem or an impossible for Unreal thingy.
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Re: ShaneSky.utx

Post by Kerilkkorn »

Don't have time to check, but DXT5 textures that have 256 level alpha channel should be able to be merged, don't know if unreal truely support them though.

If you happen to find a coder motivated enough to understand and update the damn plate of spaghetti, feel free to give him the code I gave you, as I don't think i'll ever work on it again due to serious lack of time.
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Re: ShaneSky.utx

Post by Smirftsch »

displaying dxt5 shouldnt be a problem.
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Re: ShaneSky.utx

Post by DieHard SCWS »

Don't have time to check, but DXT5 textures that have 256 level alpha channel should be able to be merged, don't know if unreal truely support them though.

I don't really believe its the Mergertool, because that tool only switched the textures.

feel free to give him the code I gave you
By that, do you mean the Mergertool itself, or is there a seperate sourcecode, if so i did never got it..........

as I don't think i'll ever work on it again due to serious lack of time.
Which is a darn pitty :(

displaying dxt5 shouldnt be a problem.

In the past i did some test, but it never worked, but i cannot guarantuee that i did not do something wrong. On the other hand it could also be that i did do it correctly, but that Unreal recognises a normal texture that is Masked alright, and allows 1 bit Alpha on it, but is unable to compute an 256 bit Alpha over a normal 1 bit Alpha texture.


In other words, the original texture may need to be 256 bit Masked too ?  ? ?


But when i have more time, after the SGC project i will have a better look at it again, and see if its simply a setting during saving that is going bad on my part. If were lucky than its only me being the problem :)
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ShaneSky.utx Update 08-13-2007

Post by DieHard SCWS »

BUMP :)



Here is the update on the ShaneSky package. The package contains a high resolution texture for the stars, and it helps fix the problem that stars are not visible around the various nebulas in other packages. All stars in the texture are added individually, and match the stars exactly as in the original :P

Here is the link:

[url=http://www.celticwarriors.net/Downloads/Textures/Unreal/Unreal/S3TC/ShaneSky.zip][glow=yellow,2,300]ShaneSky.utx[/glow][/url]

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Re: ShaneSky.utx

Post by BOZO »

Masking:

There are three methods of masking.

1) You can designate masking of a mesh of a per triangle basis at import. This is set in the *.3d files at import.
2) You can set Style = STY_Masked.
3) The texture itself can have and invisible (masked) section by using texture color RGB set to (0,0,0). This looks black on the texture outside of Unreal but will be displayed as invisible in Unreal. Be careful not to use pure black in any texture unless you want it to show up as an invisible or see-thru section.
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Re: ShaneSky.utx

Post by PRIMEVAL »

That red planet also looks extremely well. The detail is so rich, even with rifle zoom on it. Very beautiful.

But I spotted a small issue with it. You can see a small part of repetition in the texture:
http://www.xs4all.nl/~duivenv/forum/redplanet.jpg

On the left and under the planet are vague spots of repetition. This shot is taken at SpireVillage.
The only problem I have with it is that you can see the stars behind it.  Other than that, it looks nice.
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Re: ShaneSky.utx

Post by DieHard SCWS »

The only problem I have with it is that you can see the stars behind it.  Other than that, it looks nice.

Long time since that was mentioned, so my reply is just what i see in the picture. From the looks of it, the stars are either sitting in front of the planet, or the planet was added with a certain transparency.


Either option has no relation to the S3TC texures. I can only asume it will look te same without S3TC except with fewer detail.

Here is the update on the ShaneSky package. The package contains a high resolution texture for the stars, and it helps fix the problem that stars are not visible around the various nebulas in other packages. All stars in the texture are added individually, and match the stars exactly as in the original

Your remark did apply for the nebula, since i did not add textures to the nebula texture in the first release, in the last update i fixed this, to match the stars on the background.


Though your remark has nothing to do with S3TC(in this case), i agree it does look kinda weird, but there it comes in pretty handy that the game is called Unreal :)
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Re: ShaneSky.utx Update 08-13-2007

Post by PRIMEVAL »

BUMP :)



Here is the update on the ShaneSky package. The package contains a high resolution texture for the stars, and it helps fix the problem that stars are not visible around the various nebulas in other packages. All stars in the texture are added individually, and match the stars exactly as in the original :P

Here is the link:

[url=http://www.celticwarriors.net/Downloads/Textures/Unreal/Unreal/S3TC/ShaneSky.zip][glow=yellow,2,300]ShaneSky.utx[/glow][/url]

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Error 404   :-?
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Re: ShaneSky.utx

Post by DieHard SCWS »

right lol, i guess that had to happen  ::)


I am working on the new site and moved all S3TC downloads to the new site, which means all links to the S3TC files are broken. From the Celtic Warriors site everything is linked to the new location, but i kinda forgot all the links from various forums.


For the moment, go here:

http://www.celticwarriors.net/Website/Downloads/Textures/Unreal/S3TC/S3TCTextures.htm


If correct all links at that page do work correctly, if not, please notify that here.
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Re: ShaneSky.utx

Post by PRIMEVAL »

Heh, looks like they're working, thanks! Big files, too...
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Re: ShaneSky.utx

Post by DieHard SCWS »

Heh, looks like they're working, thanks!  Big files, too...

You aint have seen big yet :)


Wait till the update from SkyCity comes out: 412 Mb  8-)
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