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FLFD

  • DD
  • November 17, 2003 at 9:47 AM
  • DD
    • November 17, 2003 at 9:47 AM
    • #1

    One really cool feature about this mod is that it supports 32 bit textures up to 1024 px.

    Heres a proof:

    Ignore the brushwork, players will never be able to get up this close. This is a modified 32 bit 256px texture, original 8 bit 256 px from mikeyzillers.

    [Blocked Image: http://thedd.net/images/32proof.jpg]

    They need more mappers, this feature was enough to rope me in. Talk to me in #mapcore if you guys want to get in on this. Good practice before hl2 D: More info here too: http://%7boption%7d

  • Ewok
    • November 19, 2003 at 12:28 PM
    • #2

    Hey DD

    I've pretty much finished the house map. Chat some time in Mapcore when i'm around nub! So i can send it. Theres that lil skybox prob remember? Not sure how to fix that. And 1 texture misalignment i'll fix. Everything else is finshed. Including that last room. And there 1 new sound by the way. Email me or something.

    - Ewok

  • CrazyMAC
    • November 19, 2003 at 3:11 PM
    • #3

    luk the same to me :\ just ones from one side and the other is from the other side...plz enlighten me

  • Duff-e
    • November 19, 2003 at 4:18 PM
    • #4

    yea i dont get it either whats the difference

  • Mazy
    • November 19, 2003 at 4:36 PM
    • #5

    its a bit higher texture res, but i dont really see what the amazing thing is D:

  • The_Postman
    Guest
    • November 19, 2003 at 5:25 PM
    • #6

    Why bother doing that for HL? That's all I gotta ponder.

  • Taylor
    • November 19, 2003 at 6:33 PM
    • #7

    Hitting your texture memory guideline in 3 textures isn't a good thing.

  • DD
    • November 19, 2003 at 6:35 PM
    • #8
    Quote from DUFFY

    yea i dont get it either whats the difference

    Both are 32 bit, I just shot two views.

    This isn't an example of hi-resolution textures, only 32 bit. It could be 32bit and hi res, but I'm lazy. I fixed it to not cause confusion.

    [Blocked Image: http://thedd.net/images/32proof.jpg]

    If it was standard hl, you couldn't possiblly get the same effect with solid black bars. Unless you inserted a ton of polies. You'd be limited to crappy 8bit textures.

    Heres an example of hi-res textures (rock):

    [Blocked Image: http://thedd.net/images/d_torrent2.jpg]

  • DD
    • November 19, 2003 at 6:41 PM
    • #9
    Quote from Taylor

    Hitting your texture memory guideline in 3 textures isn't a good thing.

    Were not limited to 4mb, not even 8mb, but the programmer created custom compile tools so we can use much more with these specialty textures. The only people who see these textures are those who set it, and 3d cards that can handle it, otherwise it defaults to the wad textures. Another cool thing is that people who use the special textures, the textures get compressed on most video cards (wads can't do that) and so they actually get BETTER performance on the average. These textures also filter better, standard hl2 textures have bilinear filter (I think thats the correct term), thats why you see the ugly distortion of textures after a certain distance. These specialty textures actually use trilinear filtering so they look sharper and cleaner from distances and odd angles.

    Quote from The_Postman

    Why bother doing that for HL? That's all I gotta ponder.

    Because HL2 isn't out yet, and this is good practice. I also don't want to bother mapping for any other games. I thought about b42/dc, but mapping in that game is fucking nub. ut2k3 is interesting, but I really don't like any mods or the game. quake3 sux... nothing I'm really interested in. I'm also very familiar with HL so this mods gives me new creative freedom!

  • chips
    • November 19, 2003 at 6:51 PM
    • #10

    omega still hasn't quite explained how he hooked those textures into the renderer, meh

  • zaphod
    • November 19, 2003 at 10:30 PM
    • #11
    Quote from DD

    standard hl2 textures have bilinear filter (I think thats the correct term), thats why you see the ugly distortion of textures after a certain distance. These specialty textures actually use trilinear filtering so they look sharper and cleaner from distances and odd angles.

    If I am not mistaken, bilinear or trilinear filtering is a function of the video card, not the game engine. And I would be very surprised hl2 didn't support the use of that function.

  • DD
    • November 19, 2003 at 11:34 PM
    • #12

    Ya I figured I got the term wrong, thats what I said.

    Quote

    (I think thats the correct term)

    I meant to say HL defaults to using gl_linear_mipmap_nearest. I talked to omega and he told me that he implemented gl_linear_mipmap_linear and gl_linear, plus theres aniso.

    I suppose gl programmers would understand that, just means textures filter and look better from far away vs. standard hl filtering. And we use mipmaps.

  • CrazyMAC
    • November 20, 2003 at 2:43 AM
    • #13

    wat is

    bilinear or trilinear

    i never really understood which was better and wat they both do D:~?

  • zaphod
    • November 20, 2003 at 6:44 PM
    • #14

    http://%7boption%7d

  • DD
    • November 21, 2003 at 12:31 AM
    • #15

    I was somewhat right saying flfd uses trilinear filtering. Based on that definition, I knew it had something to do with texture filtering. But to see the nice crisp filtering in flfd you pretty much got to have the mod. It's hard to see in images and/or videos. Looks sweet though.

  • von*ferret
    • November 21, 2003 at 1:03 AM
    • #16

    looks nice and all I guess, but its hi-res textures on low-poly maps. It still gets that mediocre look now that is hl1. Unless the gameplay changed and the resource requirement changed for FLF I'm not gonna play Defense.

  • DD
    • November 21, 2003 at 3:16 AM
    • #17
    Quote from von*ferret

    looks nice and all I guess, but its hi-res textures on low-poly maps. It still gets that mediocre look now that is hl1. Unless the gameplay changed and the resource requirement changed for FLF I'm not gonna play Defense.

    The resource requirement is the same as HL. THe hi-res and color textures only work if your PC/videocard can support it.

    And by that logic, I'm not going to play nightwatch and firearms (and because the gameplay sucked in the previous version) just because its still low poly hl1, and ugly 8 bit textures.

  • von*ferret
    • November 21, 2003 at 9:25 PM
    • #18

    Wow DD if you have a grudge against me take it on Private messages. In previous versions of FLF, my computer ran incredibaly slowly during combat. That is what I was refering to, not the 8bit stuff and your rendering tricks. Further more my requirement for you to play Firearms and Nightwatch is, well, non-existant and by you saying that you aren't going to play them isn't needed.

  • The_Postman
    Guest
    • November 22, 2003 at 5:11 AM
    • #19

    [Blocked Image: http://www.iol.ie/~wickhama/spacemoose/wins_again.gif]

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