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Author Topic: Ortnok Upgrade  (Read 13129 times)

Offline MCR

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Ortnok Upgrade
« on: May 05, 2010, 06:45:04 pm »
Some wip shots:

Offline MCR

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Re: Ortnok Upgrade
« Reply #1 on: May 05, 2010, 06:46:35 pm »
...

Offline MCR

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Re: Ortnok Upgrade
« Reply #2 on: May 08, 2010, 10:54:49 am »
3x quadrupled resolution for the Ortnok-bodies without armor:

Offline MCR

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Re: Ortnok Upgrade
« Reply #3 on: May 08, 2010, 10:59:03 am »
Comparison skins, before & after the tuning (2 examples, still wip):

Offline MCR

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Re: Ortnok Upgrade
« Reply #4 on: May 08, 2010, 11:05:38 am »
Ortnok-Head in light armor original (head1=head2=head3) & the new heads:

Offline MCR

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Re: Ortnok Upgrade
« Reply #5 on: May 08, 2010, 11:06:49 am »
...

Offline H-Hour

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Re: Ortnok Upgrade
« Reply #6 on: May 08, 2010, 11:26:53 am »
You're definitely improving! Can we have some screenshots from an angle that will actually be seen in-game?

Also, take note that the game has a tendency to exaggerate color contrast, turning darks into near-blacks and lights into near-whites. I think this has caused your protruding veins to look a little bit too big. Reducing the darkness of their shadow might help that.

Offline MCR

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Re: Ortnok Upgrade
« Reply #7 on: May 08, 2010, 02:25:28 pm »
IMHO the possible camera angles & pitchshift & zoom limits should be changed & camera freedom enhanced not only for the developer but also for the player, so I will take care that (almost) no seams will be visible from any angle, which is the most demanding part of work here...
Also the shaders are being massively upgraded @ the moment & noone can tell exactly now how colors, shading & things will look in-game soon ;)
But all of those things will be adjusted to perfectly fit the new look once the shader upgrades are done & you can be sure that the new rendering style will enhance gfx big time...
Do also not forget that those will get additional normalmaps applied also & maybe even some oth..

Offline MCR

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Re: Ortnok Upgrade
« Reply #8 on: May 09, 2010, 03:05:57 pm »
Ortnok-Army  :o

Offline MCR

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Re: Ortnok Upgrade
« Reply #9 on: May 14, 2010, 03:44:52 pm »
Is it okay for everyone here, if I finish this & make the commit afterwards or are there any important suggestions left ?
I hope the glowing eyes are okay also, because they really 'fit' the Ortnoks well...

Offline Mattn

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Re: Ortnok Upgrade
« Reply #10 on: May 14, 2010, 03:47:18 pm »
not from my side

Offline MCR

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Re: Ortnok Upgrade
« Reply #11 on: May 14, 2010, 04:09:02 pm »
I will use 24bit pngs as this is the best format available for us @ the moment regarding textures, but filesizes WILL be much bigger (but quality also), because I quadruple many body resolutions & I do not want to tell you about the heads ;)

We could save filesize by using jpgs, because here we do not need transparency @ all & md2s have problems with textures using the alpha channel anyway, but it really is not recommended to use jpgs as textures, because of many reasons, I will just post one funny link here describing those called 'JPEG's are Evil too.':

http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html

This is quite important information regarding jpgs & textures, so that is why I do not want to use jpgs anymore, when creating new textures...

Also I will NOT change the texture-resolution-references inside the .md2 files as the perl-script sometimes is having troubles doing that...
There will be no problems whatsoever in-game, everything will work fluently this way...
@Mattn: Please tell me if this information is read out somewhere by the code, because if it is needed somewhere I could try to manipulate the md2s with a hex-editor as the perl-scripts sometimes 'damage' the md2s somehow...

Offline Mattn

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Re: Ortnok Upgrade
« Reply #12 on: May 14, 2010, 04:35:11 pm »
no jpeg - use png - what is the resolution you are using?

Offline MCR

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Re: Ortnok Upgrade
« Reply #13 on: May 14, 2010, 04:49:14 pm »
heads: 512x512
bodies: 512x512

essentially the same resolution like the one that is already used for Ortnoks with medium & light armor...

But those filesizes would also increase as I am making different head versions for them & am increasing contrast & sharpness, so they will not looked 'washed out' anymore....

Offline Mattn

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Re: Ortnok Upgrade
« Reply #14 on: May 14, 2010, 04:51:46 pm »
that's still ok ;)