NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
[QUOTE=Venezuelan;34196665]Why does less phong look better? :U[/QUOTE]
because it being incredibly strong looks wierd and unatural.........
[editline]13th January 2012[/editline]
[QUOTE=Venezuelan;34198539]Do they have less phong? I'm just asking lol. v:v:v
I mean I'll admit I personally prefer the toned down phong it's just I saw this as more of a "fixing" type project.[/QUOTE]
Exactly, we change stuff like that for different reasons, including looking at how the high quality meet the versions of things look and such, many things are also low quality, missing or from the beta and in such cases we often take liberties based on reality, common sense and general taste and opinion.
[QUOTE=Venezuelan;34198539]Do they have less phong? I'm just asking lol. v:v:v
I mean I'll admit I personally prefer the toned down phong it's just I saw this as more of a "fixing" type project.[/QUOTE]
yup, phong and rimlight are like 25% of in-game in the Meet The videos
New gameplay signs in action:
[thumb]http://cloud.steampowered.com/ugc/594707594695069168/A03E6F91C995B4AE2A4F9A43B509F007C9008C44/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695101703/82C2985712BB242D95C3FC4D0C29FB65BB1F8804/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695132892/AE85A8194C080386C54517AF87D672D5BEBAABBC/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695140592/E8C2CC76EF9DC91BF3832B35F32A6A692FB9971A/[/thumb]
[QUOTE=NassimO PotatO;34200316]New gameplay signs in action:
[thumb]http://cloud.steampowered.com/ugc/594707594695069168/A03E6F91C995B4AE2A4F9A43B509F007C9008C44/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695101703/82C2985712BB242D95C3FC4D0C29FB65BB1F8804/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695132892/AE85A8194C080386C54517AF87D672D5BEBAABBC/[/thumb]
[thumb]http://cloud.steampowered.com/ugc/594707594695140592/E8C2CC76EF9DC91BF3832B35F32A6A692FB9971A/[/thumb][/QUOTE]
Will you be remaking the Control Point Letter signs? In the screenshots they look so low res
the gameplay signs look really really really sharp. maybe the letters need a slight glow or blur?
Maybe they were fine before
[QUOTE=NassimO PotatO;34200316]New gameplay signs in action[/QUOTE]
Sharpening on them looks like it's not the using full resolution texture. Is your texture quality not maxed out or is the game dumping the highest mip level?
This thread has [b]so much win[/b].
I can't wait for the full release.
With the current performance of tf2 for me I rather not install any better textures:v:
[QUOTE=install gentoo;34205242]Sharpening on them looks like it's not the using full resolution texture. Is your texture quality not maxed out or is the game dumping the highest mip level?[/QUOTE]
probably the mipmap seeing how he's not right in front of them
[QUOTE=blaholtzen;34205547]probably the mipmap seeing how he's not right in front of them[/QUOTE]
I'd turn off the mipmap sharpening in the exporter then, it looks pretty ugly like that IMO.
[QUOTE=install gentoo;34207047]I'd turn off the mipmap sharpening in the exporter then, it looks pretty ugly like that IMO.[/QUOTE]
Get's blurry without it though, but i guess one can experiment with it until it looks ok.
A windowed sinc filter should do the job without blurring or sharpening.
[URL="http://dl.dropbox.com/u/22648677/etc/filters.png"]Outdated image click if you want it.[/URL]
Blackman filter vs the default box + sharpen soft both in DXT1 from the photoshop VTF plugin.
[editline]14th January 2012[/editline]
Just noticed you're on BGRA8888, difference is almost as pronounced but not quite.
[IMG]http://dl.dropbox.com/u/22648677/etc/8888.png[/IMG]
[editline]14th January 2012[/editline]
Post is getting a bit long/image heavy but image quality is important for a good texture pack.
Consider using a sinc filter for resizing the rest of your textures, it provides a subtle sharpening effect without the aliasing you get from box filtering or the extreme haloing from sharpen soft. Top is box+sharpen, bottom is sinc.
[IMG]http://dl.dropbox.com/u/22648677/etc/engie.png[/IMG]
Random silly question. Would I be able to use the improved player textures in Garry's Mod? If so, how?
[QUOTE=Unisath;34211707]Random silly question. Would I be able to use the improved player textures in Garry's Mod? If so, how?[/QUOTE]
Just the same way you install textures in TF2. Just put the textures in Garry's mod following the same structure of folders. Example: ...\garrysmod\materials\models\player\soldier\*all the files of the soldier goes here*
Open Garry's Mod and ta-da, you have fancy textures of the Soldier.
Other way is doing the same, but using the add-ons folder.
[QUOTE=install gentoo;34207943]Just noticed you're on BGRA8888, difference is almost as pronounced but not quite.
[IMG]http://dl.dropbox.com/u/22648677/etc/8888.png[/IMG][/QUOTE]
Don't know which is which but I prefer the one on the left.
[QUOTE=AlfieGroove;34212808]Don't know which is which but I prefer the one on the left.[/QUOTE]
Well I certainly hope so, the left is a high quality non-sharpening filter while the right is a simple box filter + post sharpening.
[QUOTE=install gentoo;34207943]
[IMG]http://dl.dropbox.com/u/22648677/etc/8888.png[/IMG][/QUOTE]
Yes, the one on the left looks much more natural and believable. I see them more as signs and less as "graphics."
And I think that the direction/location signs are the most important thing to tackle at now since they are things that players will actively look at.
There are so many other props that could use a fresh coat, like crates and barrels but redoing all that could take forever.
[QUOTE=install gentoo;34207943]
[IMG]http://dl.dropbox.com/u/22648677/etc/engie.png[/IMG][/QUOTE]
This is just a random suggestion, but has there been any considerations about putting the RED and BLU logos on the brown patch on the Engineer's back?
Either as full colored patches or embossed leather? It always looked so odd to me that it's just blank.
[QUOTE=install gentoo;34207943]A windowed sinc filter should do the job without blurring or sharpening.
[URL="http://dl.dropbox.com/u/22648677/etc/filters.png"]Outdated image click if you want it.[/URL]
Blackman filter vs the default box + sharpen soft both in DXT1 from the photoshop VTF plugin.
[editline]14th January 2012[/editline]
Just noticed you're on BGRA8888, difference is almost as pronounced but not quite.
[IMG]http://dl.dropbox.com/u/22648677/etc/8888.png[/IMG]
[editline]14th January 2012[/editline]
Post is getting a bit long/image heavy but image quality is important for a good texture pack.
Consider using a sinc filter for resizing the rest of your textures, it provides a subtle sharpening effect without the aliasing you get from box filtering or the extreme haloing from sharpen soft. Top is box+sharpen, bottom is sinc.
[IMG]http://dl.dropbox.com/u/22648677/etc/engie.png[/IMG][/QUOTE]
looks great, how do i do it?
[QUOTE=blaholtzen;34214218]looks great, how do i do it?[/QUOTE]
[IMG]http://dl.dropbox.com/u/22648677/etc/vtf.png[/IMG]
Change those to whatever filter you want. Play around with them to see what works, opening the finished file in VTFedit and swapping to a higher mip level.
[QUOTE=install gentoo;34214396][IMG]http://dl.dropbox.com/u/22648677/etc/vtf.png[/IMG]
Change those to whatever filter you want. Play around with them to see what works, opening the finished file in VTFedit and swapping to a higher mip level.[/QUOTE]
yeye, which setting did you use in dem pics?
[QUOTE=blaholtzen;34214767]yeye, which setting did you use in dem pics?[/QUOTE]
Blackman with no sharpening on the signs, sinc with no sharpening on the engie.
After 4 years of good and loyal service, the resupply locker has aged well...
[img]http://img4.hostingpics.net/pics/845034Untitled2.png[/img]
And i've been poking at the dispenser a little
[img]http://dl.dropbox.com/u/39556064/dispensers8.png[/img]
Remade rockets, replaced the team logo with the ammo symbol, crosses are reformed and moved slightly, provisions logo is now less sharpen-filter-raped, red tank color tweaked and the pipebombs or w/e are now brighter where they're yellow n demo and red/blue when activated, to match the ones being loaded in view as well as some fixed seams
[QUOTE=NassimO PotatO;34221008]After 4 years of good and loyal service, the resupply locker has aged well...
[img]http://img4.hostingpics.net/pics/845034Untitled2.png[/img][/QUOTE]
I don't like it
The Provisions logos seems a bit blurry.
[QUOTE=blaholtzen;34223990]And i've been poking at the dispenser a little
[img]http://dl.dropbox.com/u/39556064/dispensers8.png[/img]
Remade rockets, replaced the team logo with the ammo symbol, crosses are reformed and moved slightly, provisions logo is now less sharpen-filter-raped, red tank color tweaked and the pipebombs or w/e are now brighter where they're yellow n demo and red/blue when activated, to match the ones being loaded in view as well as some fixed seams[/QUOTE]
When you get to level 2 you should make the pills into the small health bottle
[QUOTE=blaholtzen;34223990]And i've been poking at the dispenser a little
[img]http://dl.dropbox.com/u/39556064/dispensers8.png[/img]
Remade rockets, replaced the team logo with the ammo symbol, crosses are reformed and moved slightly, provisions logo is now less sharpen-filter-raped, red tank color tweaked and the pipebombs or w/e are now brighter where they're yellow n demo and red/blue when activated, to match the ones being loaded in view as well as some fixed seams[/QUOTE]
Not to be picky, but when you post renders of the improved textures, could you please post the originals for comparison?
[QUOTE=blaholtzen;34223990]And i've been poking at the dispenser a little
[img]http://dl.dropbox.com/u/39556064/dispensers8.png[/img]
Remade rockets, replaced the team logo with the ammo symbol, crosses are reformed and moved slightly, provisions logo is now less sharpen-filter-raped, red tank color tweaked and the pipebombs or w/e are now brighter where they're yellow n demo and red/blue when activated, to match the ones being loaded in view as well as some fixed seams[/QUOTE]
Not sure if I like the absence of the team logos...
I'm just wondering, are people allowed to help with the Texture Improvement Project? Because I wouldn't mind helping out
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