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Author Topic: Artwork replacement thread  (Read 52528 times)

Offline Sandro

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Re: Texture replacement thread
« Reply #90 on: June 03, 2011, 09:07:18 pm »
thanks also for the higher res textures, we will apply them once Sandros patch is working.

Until patch is finished, you can mass rescale textures by using the Python script. It is located at src/tools/scripts/map_scale_textures.py

Code: [Select]
cd where_ufoai_is/src/tools/scripts/
python map_scale_textures.py ../../../base/maps -r texture_name scalex scaley
Will rescale ALL occurences of texture_name in base/maps/...../*.map

For example, if you replaced 128x128 tex_buildings/floor024 by 512x512, call it like this:
Code: [Select]
cd where_ufoai_is/src/tools/scripts/
python map_scale_textures.py ../../../base/maps -r  tex_buildings/floor024 0.25 0.25
« Last Edit: June 04, 2011, 01:28:01 am by Sandro »

Offline MCR

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Re: Texture replacement thread
« Reply #91 on: June 04, 2011, 01:15:16 am »
Great tool, but VERY powerful ;)

Every mapper should be aware that latest work on their maps should be comitted before the big replacement party begins.

Also we should not forget to change the prefabs also & it should be somehow coordinated who uses this tool on which texture.

Otherwise many scaling bugs can happen, if not all of the maps are processed at once when a texture's resolution gets upgraded.

Offline FWishbringer

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Re: Texture replacement thread
« Reply #92 on: June 06, 2011, 05:50:05 am »
Ok, this isn't a drop in replacement. It's higher resolution, as well as different size.

Original: 128x80px
New: 512x256px

I made it originally 410x256 then stretched it, so it should work out once the horizontal is fixed.

base/textures/tex_pics/traktor2.jpg
License: CC 2.0 (not DFSG compatible)

new texture:
author FWishbringer
license Public Domain

Offline FWishbringer

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Re: Texture replacement thread
« Reply #93 on: June 06, 2011, 06:20:47 am »
These need resized, so posting here to let MCR/mattn do the sandros shuffle.

(They are in the DB as CC 2.5... which isn't DFSG compatible)

base/textures/tex_misc/container004.jpg
base/textures/tex_misc/container007.jpg

originals: 128^2
new: 512^2

license: public domain

Offline FWishbringer

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Re: Texture replacement thread
« Reply #94 on: June 06, 2011, 06:36:09 am »
base/textures/tex_nature/potatoes.png

really need to figure out how to push a change with licenses....

The dirt had been based on CC2.5, which was bad. Apparently slipped through before I found out they were bad and removed the CC2.5 and older things I submitted.

new texture:
license: public domain
« Last Edit: June 06, 2011, 07:58:59 am by FWishbringer »

Offline FWishbringer

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Re: Texture replacement thread
« Reply #95 on: June 06, 2011, 07:06:40 am »
... and dirt to go with it...
base/textures/tex_nature/dirt001.png

license: public domain
« Last Edit: June 06, 2011, 07:56:58 am by FWishbringer »

Offline FWishbringer

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Re: Texture replacement thread
« Reply #96 on: June 06, 2011, 07:16:55 am »
base/textures/tex_pics/banner_watch.jpg
license is CC2.5, not DFSG compatible

new texture:
license is public domain

Now, this was another non-power-2 texture.
Original was 160x128. The new one was made at 320x256 and then stretched to 512x256, so will look right when applied to the object correctly.

With this, and the previous applied, it'll make all known-license images compatible. Still have the unknown licenses to fix.

« Last Edit: June 06, 2011, 07:54:48 am by FWishbringer »

Offline FWishbringer

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Re: Texture replacement thread
« Reply #97 on: June 06, 2011, 10:27:41 pm »
base/textures/tex_tech/comptex004.jpg

author: FWishbringer
license: GPLv2 or later

Now that I know about PNG optimization, they will be getting optimized.


Offline FWishbringer

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Re: Texture replacement thread
« Reply #98 on: June 06, 2011, 10:37:06 pm »
base/textures/tex_nature/dirt002.jpg
license unknown

this one is public domain
« Last Edit: June 06, 2011, 10:39:44 pm by FWishbringer »

Offline Mattn

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Re: Texture replacement thread
« Reply #99 on: June 06, 2011, 11:17:24 pm »
i have not yet applied the container textures - all the other are applied already - thanks again

the container textures are used quite often and this might take some time to replace them with the higher res versions.

Offline MCR

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Re: Texture replacement thread
« Reply #100 on: June 07, 2011, 03:32:32 pm »
i have not yet applied the container textures - all the other are applied already - thanks again

the container textures are used quite often and this might take some time to replace them with the higher res versions.

The containers still miss normalmaps, all other textures to this point, which are reasonable, have been replaced with their respective hq versions & rescaled on all maps and prefabs in master.

Here a screenie of the new basketball stadium display:

Offline Sandro

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Re: Texture replacement thread
« Reply #101 on: June 07, 2011, 07:59:14 pm »
Now that I know about PNG optimization, they will be getting optimized.

Alas, PNG optimizer you are using is not the best one:

Code: [Select]
>pngout.exe /f5 complex004.png complex004_.png
 In:   16436 bytes               complex004.png /c2 /f5
Out:   13247 bytes               complex004_.png /c2 /f5
Chg:   -3189 bytes ( 80% of original)

>pngout.exe /f5 dirt002_high.png dirt002_high_.png
 In:  390111 bytes               dirt002_high.png /c2 /f5
Out:  372172 bytes               dirt002_high_.png /c2 /f5
Chg:  -17939 bytes ( 95% of original)

You really should consider trying the pngout -- it's absolutely free, the only drawback is it being a command line tool.

PS: Thanks for the texture work!

Offline FWishbringer

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Re: Texture replacement thread
« Reply #102 on: June 14, 2011, 06:50:52 pm »
Ok, switched to PNGOut.... hopefully I have the 'right' one now.

Created originally as 640x512 then downscaled to 512^2, so they should look right in game, once its updated for the higher resolution. All were non-power-2 previously, so went higher res when I updated, since they are going to need changed anyway.

You can put these as GPLv2 or later
Author: FWishbringer


Offline FWishbringer

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Re: Texture replacement thread
« Reply #103 on: June 14, 2011, 06:51:50 pm »
The rest of them

Offline H-Hour

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Re: Texture replacement thread
« Reply #104 on: June 16, 2011, 05:08:19 am »
I'm a bit out of touch these days, but wanted to say thanks FWishbringer. Good to see some more GPL replacements getting done.