DF-21 Forums Forum Index DF-21 Forums
The Dark Forces Community
 
DF-21.net Home | FAQ | Search | Memberlist  | Register 
Profile | Log in to check your private messages | Log in

Larger Floor and Ceiling Textures!

 
Post new topic   Reply to topic    DF-21 Forums Forum Index -> Dark Forces Levels & Editing
View previous topic :: View next topic  
Author Message
sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 20:44    Post subject: Larger Floor and Ceiling Textures! View user's profile Send private message Reply with quote

I just had an . . . interesting . . . idea. I know that in DF, floor and ceiling textures HAD to be 64x64, and that would limit how interesting your level could be. But what if I made a flat 3do with my larger texture and placed it right on top of the floor? I've never seen anyone do it, but it should work . . . I'll probably test it later on when I have time.
Of course, once DarkXL is finished, we won't need this workaround anymore, will we? Smile

Pumpkinetics
Ree-Yees

Joined: 16 Oct 2007

PostPosted: May 25, 2008 21:49    Post subject: View user's profile Send private message Reply with quote

It was used in DT4, to an extent. In the former senate building there are several imperial logos on the floor created (I believe) by 3D0s.

_________________
"So, how goes (X) ?"

"WORKIN' ON IT! I SWEAR!"

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 22:52    Post subject: View user's profile Send private message Reply with quote

Yeah . . . one thing that was used a whole bunch of times in the DT series was 3do ceilings, but I'm sure they used some floors as well, especially in DT3.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 18:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Yeah . . . one thing that was used a whole bunch of times in the DT series was 3do ceilings, but I'm sure they used some floors as well, especially in DT3.


There are issues with 3DOs that may make them harder to use in this case. The texture mapping is not perspective correct so appears to "swim" around as the view changes. To combat this you have to either make smaller 3DO pieces or split each face until they are small enough to not exhibit the problem. (This was alot like working on the PlayStation 1). DF often times made larger surfaces on 3DOs a solid color texture to avoid this problem (see the 3DO bridge in Talay for example). The other problem is that performance quickly decreases as you add more 3DOs or add significantly more polygons to one. Of course the more adjoins you have in an area that can "see" the 3DOs the worse it got, this is because 3DOs will be rendered multiple times through different adjoins that can see part of the model. And finally 3DOs don't always sort correctly with the sector geometry, which causes some weird effects in DT, especially for the 3DOs used on the ceiling (I'm thinking of DT3 here).

However they can also be used to great effect, I just wanted you to realize that you'll have to be careful and test in game a lot Smile

_________________
DarkXL....http://darkxl.wordpress.com

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 27, 2008 21:34    Post subject: View user's profile Send private message Reply with quote

Hmm . . . I didn't think it was that bad with the texture distortion . . . but either way, the place I'll probably using it for won't matter, the swimming would kinda fit the creepy environment Smile

I haven't played all the way through Jungles of Caldoun, but I'm guessing it uses a lot of 3dos, judging by the amazing amount of natural-looking scenery I saw in the short part that I have played . . .

This "swimming" problem and the other 3do problems will be fixed in DarkXL, right? Also, will normal walls, floors, and ceilings be able to clip 3dos correctly?

And one final question - in DF, how far away could a 3do be rendered? And if a very far wall was causing HOMs, will a 3do blocking the HOM still render correctly? I'll probably have to use a very large 3do for the mountainous exterior background I'm creating in my mod . . .

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 22:57    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Hmm . . . I didn't think it was that bad with the texture distortion . . . but either way, the place I'll probably using it for won't matter, the swimming would kinda fit the creepy environment Smile


Unfortunately things like texture swimming pop out at me Sad
sheepandshepherd wrote:

This "swimming" problem and the other 3do problems will be fixed in DarkXL, right? Also, will normal walls, floors, and ceilings be able to clip 3dos correctly?


Yes, that is currently the case.

_________________
DarkXL....http://darkxl.wordpress.com

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 28, 2008 00:19    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Unfortunately things like texture swimming pop out at me Sad


Hmmm . . . yeah, I agree . . . what I meant was that it won't look unnatural in this particular environment, as opposed to environments made of, for example, metal. I don't wanna spoil the plot of my level, but I'll just say this: the area is organic, things should be moving anyway Wink

Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Jun 10, 2008 23:05    Post subject: View user's profile Send private message Reply with quote

You might want to take a look at Naboo Reactor Core, the "winner" of the 2005: As Seen in Star Wars contest (it was also the only entry). It has many floor 3dos for a larger floor texture.

Here's the thing - you can't even make a simple grid of 8x8 DFU textures. A wrap-around distortion happens at the edges. So the the flat 3dos need to overlap each other, and the individual textures then need to be offset to compensate.

If I remember correctly, I overlapped by around 2 DFU on each side. (Maybe 1 - I don't remember.) So four 8x8 DFU textures in a 2x2 square would actually cover 14x14 DFU. A 3x3 square would cover 20x20 DFU. And you want make sure to leave a buffer of clear space at the edges so the wrap-around doesn't happen.

So between the clear cusion, the overlap, and the offsetting, a lot of the 64x64 pixel texture gets lost.

You could also crack open DT4 and look at the imperial emblem textures, how they are offset. That might help. Looking back, I see that I had 6 pixels of overlap and 6 pixels of clear-space on each of the 4 textrues. So I guess there were actually 104 pixels, or 13 DFU, in a 2x2 texture grid.

So if you had a large texture, you would divide it by 52 pixel squares, and overlay that onto a 64 pixel grid and do the right offsetting.

Oy. It's complicated...

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 11, 2008 01:10    Post subject: View user's profile Send private message Reply with quote

Yeah, I didn't think it would work out too well . . . at least DarkXL will soon solve that problem Very Happy

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jul 15, 2008 11:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah the 'plane' setting, as used in Matt's imerial logo 3dos, only replicates standard 8x8 floor/ceiling textures. Using proper texcturing can make it look quite messy.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Aug 01, 2008 12:29    Post subject: View user's profile Send private message Reply with quote

Ah, the joys of low-precision texture parallaxing. As I recall, this was also an issue with the Sony Playstation, though there it was possible to simply make a continuous grid of 32x32 pixel blocks without much issue.

But as for Dark Forces? Yeah, I tried that, but it didn't work out too hot. It could be done okay with floor/ceiling textures, though if you look at the floor sideways (i.e, while strafing over the border) you'll notice the edge bend until you step over.

_________________
Wake up, George Lucas... The Matrix has you..

Display posts from previous:   
Post new topic   Reply to topic    DF-21 Forums Forum Index -> Dark Forces Levels & Editing All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group