w1ck3d on 29/9/2006 at 17:33
I just Started Playing SS2 :D again. its my 5th time. last one was 2 years ago.
I've installed SS2 SHTUP (Shock Texture Update Project) And started my game and I noticed that the "animated textures" where not high-res. :erg: Dont get me wrong there is def. alot of work put into SHTUP and I can see it from the get go. :thumb: but I was woundering if there is any pack out there that had them updated? or is any one working on them?
texture I'm talking about are:
fam/hyd_tech/P0020.PCX and up.
you can see them on here:
(
http://sec.freylia.net/text/hyd_tech/index.html) http://sec.freylia.net/text/hyd_tech/index.html
Bjossi on 29/9/2006 at 17:40
I'm no texture artist, but I think some textures couldn't be updated because they were rendered in a different way than others, but I may be pulling the words out of my ass. Zylon can explain it to you.
But of course it is possible, just too much work to be worth it afaik.
Ultraviolet on 29/9/2006 at 20:14
SHTUP can only upgrade object textures (textures that are put on models) not terrain textures, which are put on walls. The latter would require that the levels be edited, which SHTUP does not do. The texture you're giving as an example is a terrain texture, not an object texture.
At some point, someone was talking about a texture replacement script that may or may not work for this, though.
Nameless_Voice on 1/10/2006 at 11:44
To explain in more detail, the scale of the terrain textures (number of pixels of texture over a certain area) is set in the mission file itself.
So, if you expand a 64x64 texture to 256x256, the texture will be four times the size in each direction, rather than the high-res texture being squeezed into the same space to give more detail.
In order to replace all the low-res terrain textures with high-res ones, someone would have to manually adjust the texture scale factor for every single surface in the game.
William Dojinn on 1/10/2006 at 14:19
I'd always wondered why you had to replace the mission files for those textures. Guess now i know.
thanks.
Kolya on 1/10/2006 at 16:25
That is a lot of work - for one person.
Would it be possible to prepare the textures without checking them in the game? Say one compiled a readily usable version of shocked together with detailed instructions and the prepared textures. Then 23 people could work on one mission each.
Added benefit: 23 people would get a basic introduction to shocked.
Zygoptera on 2/10/2006 at 06:42
It is basically impossible since we do not have all the unstripped missions and changing the texture scaling without arcane data mining requires the architecture to be present. There is a dromed command (rescale_texture_size from memory) which, unsurprisingly, rescales all the textures sizes and would make changing them considerably easier, but it too works only in unstripped missions.
Kolya on 2/10/2006 at 08:40
Nameless_Voice also noted on IRC that a terrain texture update would be incompatible with any FM and any mod that replaces the mis files. :erg:
ZylonBane on 2/10/2006 at 20:02
Absolute best-case scenario: Someone creates high-res replacement animated textures and places them in NEW texture families (to avoid conflict with FMs and modified levels), then someone replaces and rescales (tex_scale_override) every occurence of every screen in every unstripped map. That would still leave us with the stripped maps displaying the old low-res screens, which would then look even worse by comparison.
Absolute Insanely Best-Case Never-Gonna-Happen Scenario: Someone perfectly recreates the stripped maps from scratch!
blaydes99 on 2/10/2006 at 21:44
Quote Posted by Kolya
Nameless_Voice also noted on IRC that a terrain texture update would be incompatible with any FM and any mod that replaces the mis files. :erg:
Since this would be for playing the official campaign, we don't need to worry about this. This would basically be one large FM. But, maybe you don't have to even worry about that. This would simply modify the original .mis files, so FMs will still work.
Quote Posted by Nameless_Voice
To explain in more detail, the scale of the terrain textures (number of pixels of texture over a certain area) is set in the mission file itself.
So, if you expand a 64x64 texture to 256x256, the texture will be four times the size in each direction, rather than the high-res texture being squeezed into the same space to give more detail.
In order to replace all the low-res terrain textures with high-res ones, someone would have to manually adjust the texture scale factor for every single surface in the game.
You should actually only have to do it for surfaces that use the texture that has been replaced. Some textures wouldn't have to even be messed with (wall textures, etc) but display panels and other stuff that needs to be aligned would require attention.
Perhaps someone with the right tools can crack open a .mis file and find where the textures are stored, along with the texture alignment data. Then, write a simple program that when replacing a texture, finds any reference to that texture on the brushes and scales it accordingly. That way, we don't need the unstripped missions.