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Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Sat Jun 10, 2017 1:04 pm
by fastrunner
Wow Great work on these they look great thanks :)

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Sun Oct 29, 2017 5:08 am
by Draconisaurus
Am curious, TI - did you use the Mystery Model textures for any of this? Since they are unpaletted and thus less corrupted..

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Sun Oct 29, 2017 11:42 pm
by TheIdiot
Draconisaurus wrote:Am curious, TI - did you use the Mystery Model textures for any of this? Since they are unpaletted and thus less corrupted..
I don't think so, for the most part I did some blending and smoothing to get rid of the corruption. Most of the textures were enhanced enough that you can't see the palettization anymore anyhow.

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Mon Oct 30, 2017 2:44 am
by Draconisaurus
Alright. Well, consider it a suggestion for future textures. 8)

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Fri Nov 24, 2017 7:42 am
by glitchhunter09
glitchhunter09 wrote:This is all well and good but you have to remember the retail engine will blur and pixellate some ground textures. (notably if the terrain is very flat, though this is not always the case I've observed). What needs to be done is find the reason for this in the source and fix it. It's clear that it came up sometime after the PCgamer and E3 prototypes as both these engines don't have this ground texture blurring problem.
Once again for ground textures, I have to reiterate the above.

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Fri Nov 24, 2017 6:50 pm
by Draconisaurus
How sure are you about this cross analysis with the old versions? Correct me if I'm wrong but they use Software mode, making it difficult to compare with the variations in Hardware mode. My current passing analysis is to surmise that in later builds, steps were taken to add terrain texture detail reduction based on quality settings, the max-tex-dim value, and ingame actual terrain detail (quads according to the detail rendered from the player's perspective). AFAIK, both older and final builds were capable of fully displaying 256^2 terrain texture detail but did so with differing frequencies. Trespasser CE seems to have given us max terrain tex detail at significant distance, such as early builds had, which might be a specific upgrade or a result of the ingame terrain quad detail being increased (or both).

Re: Hi-Res Textures for Trespasser! (Released V0.1)

Posted: Tue Mar 21, 2023 3:20 am
by spinaxoraptor
Awsome work! I'm still working with maps and learning about but I'm more familiar with dinosaurs.