Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Ranger Joe
Well, the main problem is that it's not loading the texture(s) :). It 
displays the model just fine, but it's not giving me an error or 
anything once I've converted the texture to pcx and renamed the texture 
name inside the pie file (I'm assuming that it assumes that the two are 
in the same directory). If anyone else can get this working I'd like to 
know what I'm missing.


Right now it's not loading a texture at all - the texture editor is 
empty. If this worked, it'd be much more awesome than running the game 
to check things out.


RJ


Giel van Schijndel wrote:

Christian Vest Hansen schreef:
  

2006/12/9, Ranger Joe <[EMAIL PROTECTED]>:


Furthermore, is there a "model viewer" of some sort for the objects in
WZ that could be used to test the textures directly without having to
run the game? If there is, a link or equivalent would be nice.
  

Cranphin made such an app once. I'll see if I can dig it up but don't
be too hopeful - it's a couple of disk wipes since.


I've got PieSlicer DX which works for viewing purposes at least. I'm not
going to provide a judgement as on how good it works, since I have no
experience with this kind of software (3D Studio Max comes closest).

It does require you to rename the texture file name referred to in the
PIE-file to a PCX extension to actually be able to view it as textured.

So see the attachments.

--
Giel
  



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Ranger Joe
I mean the latter - using scaled down "noise textures" (as you put it) 
to add detail to a surface (these aren't really noise, mind you, but 
actual coherent detail textures that bring out the non-existent fineness 
of the texture when viewed up close). Implementing multitexturing is 
simple in OpenGL (doesn't matter if you're doing it through extensions 
or multipassing) and adding a separate layer for detail textures 
shouldn't be too difficult. It would, in my opinion, enhance the overall 
quality of the terrain considerably. If you want to see detail textures 
in action, I think the best example is Serious Sam - just enable detail 
texturing and move up close to a wall. Adding detail texturing to 
buildings would probably be a bad idea, though.


And while we're discussing technicalities, are there plans for 
implementing bump mapping (meaning, if yes, then are there plans for 
dynamic or static bump maps)?


RJ


Per Inge Mathisen wrote:

On 12/9/06, Ranger Joe <[EMAIL PROTECTED]> wrote:

Question for whoever is working on graphics code: have you considered
implementing detail texturing (I could create the detail textures) for
the terrain?


I am not sure what you mean by 'detail texturing'.

Do you mean mipmapping? If so, yes, we use this internally by creating
smaller versions during loading. Grim suggested we make handcrafted
mipmaps instead, and this would be easy to add support for in the
code, if someone went to the (not inconsiderable, I would guess) work
of making handcrafted mipmaps. It would also increase the size of the
image data considerably.

Or do you mean some kind of multitexturing, where you add noise
textures on top of existing terrain textures? If so, no we do not use
multitexturing at the moment, but I know how to do it, and, well,
depending on how fancy you want it, it should not be too hard to
implement either, if we just have some graphics to use. Not that I
would have time to do it for another two months, though :-(

I do not know the answer to your other questions. Sorry.

 - Per

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Per Inge Mathisen

On 12/9/06, Ranger Joe <[EMAIL PROTECTED]> wrote:

Question for whoever is working on graphics code: have you considered
implementing detail texturing (I could create the detail textures) for
the terrain?


I am not sure what you mean by 'detail texturing'.

Do you mean mipmapping? If so, yes, we use this internally by creating
smaller versions during loading. Grim suggested we make handcrafted
mipmaps instead, and this would be easy to add support for in the
code, if someone went to the (not inconsiderable, I would guess) work
of making handcrafted mipmaps. It would also increase the size of the
image data considerably.

Or do you mean some kind of multitexturing, where you add noise
textures on top of existing terrain textures? If so, no we do not use
multitexturing at the moment, but I know how to do it, and, well,
depending on how fancy you want it, it should not be too hard to
implement either, if we just have some graphics to use. Not that I
would have time to do it for another two months, though :-(

I do not know the answer to your other questions. Sorry.

 - Per

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Christian Vest Hansen

2006/12/9, Ranger Joe <[EMAIL PROTECTED]>:

Furthermore, is there a "model viewer" of some sort for the objects in
WZ that could be used to test the textures directly without having to
run the game? If there is, a link or equivalent would be nice.



Cranphin made such an app once. I'll see if I can dig it up but don't
be too hopeful - it's a couple of disk wipes since.

--
Venlig hilsen / Kind regards,
Christian Vest Hansen.

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-09 Thread Ranger Joe
Okay then - I'll start fiddling with the files. Whenever you guys manage 
to convert the source code to handle dynamic textures sizes, I'll get to 
fine-tune them if necessary.


PS - I'm omitting the terrain tiles for starters - mostly because of the 
complexity - as I'm afraid these require more work than I have time for. 
I have experience with working with existing textures, but not so much 
creating (or re-creating) new textures from scratch. I can do some 
filter magic, but while hand-painting structure textures is relatively 
simple, hand-painting seamless textures can be a nightmare (for me at 
least).


Question for whoever is working on graphics code: have you considered 
implementing detail texturing (I could create the detail textures) for 
the terrain? That would do away with the need to redo the surface tiles 
(some propping up would still be nice, though).


Are there any plans for additional (new) vegetation (grass, bushes, 
etc)? Will water be redone or left as it is?


And this is a key question: what about increasing the number of 
animation frames for smoke puffs and explosions? These are currently 
part of the existing textures, but placing them in separate textures 
with additional frames wouldn't be to difficult for anyone (coders or 
artists).


Furthermore, is there a "model viewer" of some sort for the objects in 
WZ that could be used to test the textures directly without having to 
run the game? If there is, a link or equivalent would be nice.


RJ


Dennis Schridde wrote:

Am Freitag, 8. Dezember 2006 19:57 schrieb Dennis Schridde:
  

Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:


On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
  

I thought Grim was able to "snuck in" higher resolution textures...
I just tired to resize tertiles1hw a little bit. Now it looks like a
patchwork carpet in game. :(
  

...

  

My very first guess is that WZ uses a hardcoded amount of memory to
store the textures and if the image is bigger... Something get's
discarded or similar... I think that because of the segfault when using
a different size.


IIRC tile sizes are still are hardcoded both in size and number. I
promised Grim I would fix this, but I have not gotten around to it
(although I did clean up the code quite a bit). Most of the relevant
code is in src/texture.c and also see lib/ivis_common/bitimage.c
  

I began looking at that code: Nasty at least...

1. The texture is loaded
2. Call makeTileTexturePages with a hardcoded tile width/height
3. Copy over tileWidth*tileHeight*PAGE_DEPTH (the latter is again hardcoded
to 32bpp) chunks of the given texture to some temporary buffer
4. Copy over PAGE_WIDTH*PAGE_HEIGHT (hardcoded) chunks into another buffer
5. Add that last buffer to the texture pages

I'll try to fix this and improve interaction with the texture loading.


What I've found out so far:

Steps2+3 from above:
Grab one tile(128x128) from the tertiles page (into tmp buffer) and then put 
it into a 512x512 texture page. (All texture pages seem to be limited to 
512x512.)


The UV coordinate of the final texture is then "calculated" weirdly...
It stores the x/y index (offset, integer) of each tile into tileTexInfo.
When it then draws the tiles (display3d.c:drawTerrainTile), it multiplies it 
with 64 and adds 0 or 63, depending on which corner it is.
Then it does some memcpy magic goes through pie_DrawPoly and finally arrives 
in pie_Polygon, where it interpretes the former integers as floats and gives 
it to glTexCoord2f, then being in the range ( 0.0, 1.0 ).


I guess to fix this we would have to rip out the whole polygon drawing, to 
replace those integer memcpy weirdos with sane floats...
Actually I wonder how this would work on systems with different size of int 
and float...


--Dennis
  



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Dennis Schridde
Am Freitag, 8. Dezember 2006 19:57 schrieb Dennis Schridde:
> Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:
> > On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > > > I thought Grim was able to "snuck in" higher resolution textures...
> > > > I just tired to resize tertiles1hw a little bit. Now it looks like a
> > > > patchwork carpet in game. :(
> >
> > ...
> >
> > > My very first guess is that WZ uses a hardcoded amount of memory to
> > > store the textures and if the image is bigger... Something get's
> > > discarded or similar... I think that because of the segfault when using
> > > a different size.
> >
> > IIRC tile sizes are still are hardcoded both in size and number. I
> > promised Grim I would fix this, but I have not gotten around to it
> > (although I did clean up the code quite a bit). Most of the relevant
> > code is in src/texture.c and also see lib/ivis_common/bitimage.c
>
> I began looking at that code: Nasty at least...
>
> 1. The texture is loaded
> 2. Call makeTileTexturePages with a hardcoded tile width/height
> 3. Copy over tileWidth*tileHeight*PAGE_DEPTH (the latter is again hardcoded
> to 32bpp) chunks of the given texture to some temporary buffer
> 4. Copy over PAGE_WIDTH*PAGE_HEIGHT (hardcoded) chunks into another buffer
> 5. Add that last buffer to the texture pages
>
> I'll try to fix this and improve interaction with the texture loading.
What I've found out so far:

Steps2+3 from above:
Grab one tile(128x128) from the tertiles page (into tmp buffer) and then put 
it into a 512x512 texture page. (All texture pages seem to be limited to 
512x512.)

The UV coordinate of the final texture is then "calculated" weirdly...
It stores the x/y index (offset, integer) of each tile into tileTexInfo.
When it then draws the tiles (display3d.c:drawTerrainTile), it multiplies it 
with 64 and adds 0 or 63, depending on which corner it is.
Then it does some memcpy magic goes through pie_DrawPoly and finally arrives 
in pie_Polygon, where it interpretes the former integers as floats and gives 
it to glTexCoord2f, then being in the range ( 0.0, 1.0 ).

I guess to fix this we would have to rip out the whole polygon drawing, to 
replace those integer memcpy weirdos with sane floats...
Actually I wonder how this would work on systems with different size of int 
and float...

--Dennis


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread kim metcalfe

On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:

Am Freitag, 8. Dezember 2006 05:21 schrieb kim metcalfe:
> > kim: I'm guessing it's me, but I can't find the downloads section
> >
> > RJ
>
> you need to register - you will then receive a confirmation link -
> then you can log in - that is the only way to see the downloads
> section.
Well, I can see the download page without logging me into anything and I don't
think that Kamaze required any kind of login for any page... :)

--Dennis


the file i was speaking about is the warzone Documents Project file -
which is what i emailed him about.

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Dennis Schridde
Am Freitag, 8. Dezember 2006 11:06 schrieb Per Inge Mathisen:
> On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > > I thought Grim was able to "snuck in" higher resolution textures...
> > > I just tired to resize tertiles1hw a little bit. Now it looks like a
> > > patchwork carpet in game. :(
>
> ...
>
> > My very first guess is that WZ uses a hardcoded amount of memory to store
> > the textures and if the image is bigger... Something get's discarded or
> > similar... I think that because of the segfault when using a different
> > size.
>
> IIRC tile sizes are still are hardcoded both in size and number. I
> promised Grim I would fix this, but I have not gotten around to it
> (although I did clean up the code quite a bit). Most of the relevant
> code is in src/texture.c and also see lib/ivis_common/bitimage.c
I began looking at that code: Nasty at least...

1. The texture is loaded
2. Call makeTileTexturePages with a hardcoded tile width/height
3. Copy over tileWidth*tileHeight*PAGE_DEPTH (the latter is again hardcoded to 
32bpp) chunks of the given texture to some temporary buffer
4. Copy over PAGE_WIDTH*PAGE_HEIGHT (hardcoded) chunks into another buffer
5. Add that last buffer to the texture pages

I'll try to fix this and improve interaction with the texture loading.

--Dennis


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Giel van Schijndel
[EMAIL PROTECTED] schreef:
> On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde 
> <[EMAIL PROTECTED]> wrote:
>   
>> As far as I know (I am not perfect, nor do I know everything about 
>> WZ):
>>
>> - You don't need any map editor... You can simply extract the 
>> warzone.wz to a 
>> data/ folder in the same directory and Warzone will load it's 
>> stuff from 
>> there. (Overriding what is in warzone.wz if it finds the same file 
>> in data/)
>> 
> He said he didn't want to compile the source code.  So then his 
> only option is to use the 32bit map editor to view/use textures 
> that are bigger than what is default now.  Unless there is a 
> command line switch to use higher resolution textures that you 
> snuck in when nobody was looking?
>
> Then once they are working fine with that, someone can modify wz to 
> the texture size he is using.  I think there are 80 tiles per page, 
> and 4-5 pages.  That is allot of work for 1 person to do, and you 
> can't really release only 1 page at a time either since the game 
> isn't built to handle multiple size tiles.
>   
Well I'm always willing to compile wz for him, in fact I've got a
windows installer here (r537): http://www.mortis.eu/node/9

--
Giel



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Per Inge Mathisen

On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:

> I thought Grim was able to "snuck in" higher resolution textures...
> I just tired to resize tertiles1hw a little bit. Now it looks like a
> patchwork carpet in game. :(

...

My very first guess is that WZ uses a hardcoded amount of memory to store the
textures and if the image is bigger... Something get's discarded or
similar... I think that because of the segfault when using a different size.


IIRC tile sizes are still are hardcoded both in size and number. I
promised Grim I would fix this, but I have not gotten around to it
(although I did clean up the code quite a bit). Most of the relevant
code is in src/texture.c and also see lib/ivis_common/bitimage.c

BTW, I have worked a bit with non-power-of-two textures in OpenGL
before. You do not want to go there. The earliest extension lacks
nearly all useful features, and the newest is poorly supported. Both
are probably slower for real 3D tasks than ordinary power-of-two
textures on most hardware.

 - Per

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Dennis Schridde
Am Freitag, 8. Dezember 2006 04:17 schrieb [EMAIL PROTECTED]:
> On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde
>
> <[EMAIL PROTECTED]> wrote:
> >As far as I know (I am not perfect, nor do I know everything about
> >WZ):
> >
> >- You don't need any map editor... You can simply extract the
> >warzone.wz to a
> >data/ folder in the same directory and Warzone will load it's
> >stuff from
> >there. (Overriding what is in warzone.wz if it finds the same file
> >in data/)
> >--Dennis
>
> He said he didn't want to compile the source code.  So then his
> only option is to use the 32bit map editor to view/use textures
> that are bigger than what is default now.  Unless there is a
> command line switch to use higher resolution textures that you
> snuck in when nobody was looking?
>
> Then once they are working fine with that, someone can modify wz to
> the texture size he is using.  I think there are 80 tiles per page,
> and 4-5 pages.  That is allot of work for 1 person to do, and you
> can't really release only 1 page at a time either since the game
> isn't built to handle multiple size tiles.
I thought Grim was able to "snuck in" higher resolution textures...
I just tired to resize tertiles1hw a little bit. Now it looks like a patchwork 
carpet in game. :(

I thought the tile textures were addressed using an interval of ( 0.0, 1.0 ), 
too...
We should fix that...

--Dennis


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-08 Thread Dennis Schridde
Am Freitag, 8. Dezember 2006 05:21 schrieb kim metcalfe:
> > kim: I'm guessing it's me, but I can't find the downloads section
> >
> > RJ
>
> you need to register - you will then receive a confirmation link -
> then you can log in - that is the only way to see the downloads
> section.
Well, I can see the download page without logging me into anything and I don't 
think that Kamaze required any kind of login for any page... :)

--Dennis


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread kim metcalfe

kim: I'm guessing it's me, but I can't find the downloads section

RJ



you need to register - you will then receive a confirmation link -
then you can log in - that is the only way to see the downloads
section.

it is this way due to the original site getting so much spam and attacks.

if you have any problems - let me know.

kim (lav_coyote25) metcalfe

[EMAIL PROTECTED]

[EMAIL PROTECTED] - is also addy for the msn messenger.

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread vs2k5
On Thu, 07 Dec 2006 17:36:39 -0500 Dennis Schridde 
<[EMAIL PROTECTED]> wrote:
>As far as I know (I am not perfect, nor do I know everything about 
>WZ):
>
>- You don't need any map editor... You can simply extract the 
>warzone.wz to a 
>data/ folder in the same directory and Warzone will load it's 
>stuff from 
>there. (Overriding what is in warzone.wz if it finds the same file 
>in data/)
>--Dennis

He said he didn't want to compile the source code.  So then his 
only option is to use the 32bit map editor to view/use textures 
that are bigger than what is default now.  Unless there is a 
command line switch to use higher resolution textures that you 
snuck in when nobody was looking?

Then once they are working fine with that, someone can modify wz to 
the texture size he is using.  I think there are 80 tiles per page, 
and 4-5 pages.  That is allot of work for 1 person to do, and you 
can't really release only 1 page at a time either since the game 
isn't built to handle multiple size tiles.











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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Giel van Schijndel
Ranger Joe schreef:
> Dennis Schridde wrote:
>> Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:  
>>> As far as I know (I am not perfect, nor do I know everything about WZ):
>>>
>>> - UV coords are handled in the engine as being in the interval (
>>> 0.0, 1.0
>>> ), because that's how OpenGL does it. If the PIE files gave explicit
>>> (non
>>> relative) coords, then those are very probably diveded by the
>>> texturesize
>>> given in the same file when loading into the engine.
>>> This is much more flexible when you are going to resize the
>>> textures, Giel.
Well that was what I wasn't sure off. Because the current PIE-files
define U/V coordinates as x/y coordinates within the range of the
widthxheight dimensions of the specified texture resolution. But I guess
it is indeed divided by the texture dimensions to create a fractional
number, as I'll try to explained below.

>>> - You don't need any map editor... You can simply extract the
>>> warzone.wz to
>>> a data/ folder in the same directory and Warzone will load it's
>>> stuff from
>>> there. (Overriding what is in warzone.wz if it finds the same file in
>>> data/)
>>>
>>> - Binaries are at http://wz2100.net/downloads.html
>>>
>>> - Power of 2 textures would bring a performance benefit, correct?
>>> I guess in theory the tiles could be regrouped to fit into a quadratic
>>> texture, but we'd also have to adapt the maps to this change, I fear.
>>> Generally I like the idea, but someone would have to provide a map
>>> converter.
>>>
>>> - Vector graphics are probably not practical for textures...
>>> Most textures are photographs or similar, as was said, and for the
>>> handmade
>>> or algorithm-generated ones I don't think vector graphics would be
>>> sensible, either.
>>> What is defenitely usefull (and nearly required) is the
>>> GIMP/PhotoShop/Whatever file you created the textures with...
>>> Especially if
>>> you use multiple layers and similar. 
>> PS: When you work on the tile textures you need to keep in mind that
>> they need to be rotationally seamless...
>>
>> Maybe we can improve this for 2.1 or 2.2, to give artists willing to
>> volunteer less headache?
> Ok - thanks for the link. As for vector graphics - I think the
> intended subtext was that the textures could be resized as needed and
> rasterized at any conceivable resolution. Regardless, I think I won't
> try to recreate the textures, but rather upscale and rework the
> existing ones at far greater resolutions, which can then be
> downsampled to any resolution using standard interpolated methods.
>
> As for power of two texture size preference - those are the natively
> supported sizes by any hardware-based graphics API due to memory
> access and mipmapping solutions used by the GPU (and thus the video
> drivers). Most (read: all) current drivers should have automatic
> support for non-power-of-two textures (although at least for older
> cards you'd definitely need to use some extension to resize the
> textures on GPU, or do resizing in software prior to loading the
> textures (if there is no support for non-power-of-two textures)),
> although I'm not sure.
>
> Using fractional U/V coords is standard practice, Giel, and a lot more
> intuitive when you're using non-fixed texture sizes.
Well what I meant with unintuitive is that having to define U/V
coordinates relative to the texture-bitmap's resolution requires more
math than can be good for you.
Meaning that, as is currently the case AFAIK U/V coordinates are
specified within the range of the dimensions given.

Hmm, lets quote a PIE-file:
data/structs/blpower0.pie:
> 
> ...
> TEXTURE 0 page-11-player buildings.png 256 256
> ...
> LEVEL 1
> POINTS n
> ...
> POLYGONS n
>original line:
>10200 4 20 23 76 77 0 109 0 81 0 81 0 109
>
>translated line:
>(polygon)1: flag=10200, n_points=4, point1=20, point2=23,
> point3=76, point4=77, U_point1=0, V_point1=109, U_point2=0,
> V_point2=81, U_point3=0, V_point3=81, U_point4=0, V_point4=109;
>
As you can see there, all U/V coordinates are specified as integers,
probably in the range of 0-255. I first thought that those U/V
coordinates are absolute, meaning they are independent of the provided
resolution of 256x256. Which would mean that increasing texture size
would make U/V coordinates be wrong. If however those U/V numbers in the
0-255 range are *not* absolute, but relative to the dimensions (i.e.
256) then I would find that to be very far from intuitive. Because
retrieving a fractional U/V coordinate set would then have to be
accomplished by these equations: U_fract= U_abs / width and V_fract=
V_abs / height.

So what I basically said (or tried to say) here is:
* 0.0-1.0 fractions are good to my opinion;
* 0-255 absolute coordinates are reasonable to my opinion.
* 0-255 fractions are bad to my opinion;

--
Giel



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Ranger Joe
Ok - thanks for the link. As for vector graphics - I think the intended 
subtext was that the textures could be resized as needed and rasterized 
at any conceivable resolution. Regardless, I think I won't try to 
recreate the textures, but rather upscale and rework the existing ones 
at far greater resolutions, which can then be downsampled to any 
resolution using standard interpolated methods.


As for power of two texture size preference - those are the natively 
supported sizes by any hardware-based graphics API due to memory access 
and mipmapping solutions used by the GPU (and thus the video drivers). 
Most (read: all) current drivers should have automatic support for 
non-power-of-two textures (although at least for older cards you'd 
definitely need to use some extension to resize the textures on GPU, or 
do resizing in software prior to loading the textures (if there is no 
support for non-power-of-two textures)), although I'm not sure.


Using fractional U/V coords is standard practice, Giel, and a lot more 
intuitive when you're using non-fixed texture sizes.


RJ


Dennis Schridde wrote:

Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:
  

As far as I know (I am not perfect, nor do I know everything about WZ):

- UV coords are handled in the engine as being in the interval ( 0.0, 1.0
), because that's how OpenGL does it. If the PIE files gave explicit (non
relative) coords, then those are very probably diveded by the texturesize
given in the same file when loading into the engine.
This is much more flexible when you are going to resize the textures, Giel.

- You don't need any map editor... You can simply extract the warzone.wz to
a data/ folder in the same directory and Warzone will load it's stuff from
there. (Overriding what is in warzone.wz if it finds the same file in
data/)

- Binaries are at http://wz2100.net/downloads.html

- Power of 2 textures would bring a performance benefit, correct?
I guess in theory the tiles could be regrouped to fit into a quadratic
texture, but we'd also have to adapt the maps to this change, I fear.
Generally I like the idea, but someone would have to provide a map
converter.

- Vector graphics are probably not practical for textures...
Most textures are photographs or similar, as was said, and for the handmade
or algorithm-generated ones I don't think vector graphics would be
sensible, either.
What is defenitely usefull (and nearly required) is the
GIMP/PhotoShop/Whatever file you created the textures with... Especially if
you use multiple layers and similar.

PS: When you work on the tile textures you need to keep in mind that they need 
to be rotationally seamless...


Maybe we can improve this for 2.1 or 2.2, to give artists willing to volunteer 
less headache?
  



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Dennis Schridde
Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:
> As far as I know (I am not perfect, nor do I know everything about WZ):
>
> - UV coords are handled in the engine as being in the interval ( 0.0, 1.0
> ), because that's how OpenGL does it. If the PIE files gave explicit (non
> relative) coords, then those are very probably diveded by the texturesize
> given in the same file when loading into the engine.
> This is much more flexible when you are going to resize the textures, Giel.
>
> - You don't need any map editor... You can simply extract the warzone.wz to
> a data/ folder in the same directory and Warzone will load it's stuff from
> there. (Overriding what is in warzone.wz if it finds the same file in
> data/)
>
> - Binaries are at http://wz2100.net/downloads.html
>
> - Power of 2 textures would bring a performance benefit, correct?
> I guess in theory the tiles could be regrouped to fit into a quadratic
> texture, but we'd also have to adapt the maps to this change, I fear.
> Generally I like the idea, but someone would have to provide a map
> converter.
>
> - Vector graphics are probably not practical for textures...
> Most textures are photographs or similar, as was said, and for the handmade
> or algorithm-generated ones I don't think vector graphics would be
> sensible, either.
> What is defenitely usefull (and nearly required) is the
> GIMP/PhotoShop/Whatever file you created the textures with... Especially if
> you use multiple layers and similar.
PS: When you work on the tile textures you need to keep in mind that they need 
to be rotationally seamless...

Maybe we can improve this for 2.1 or 2.2, to give artists willing to volunteer 
less headache?


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Dennis Schridde
As far as I know (I am not perfect, nor do I know everything about WZ):

- UV coords are handled in the engine as being in the interval ( 0.0, 1.0 ), 
because that's how OpenGL does it. If the PIE files gave explicit (non 
relative) coords, then those are very probably diveded by the texturesize 
given in the same file when loading into the engine.
This is much more flexible when you are going to resize the textures, Giel.

- You don't need any map editor... You can simply extract the warzone.wz to a 
data/ folder in the same directory and Warzone will load it's stuff from 
there. (Overriding what is in warzone.wz if it finds the same file in data/)

- Binaries are at http://wz2100.net/downloads.html

- Power of 2 textures would bring a performance benefit, correct?
I guess in theory the tiles could be regrouped to fit into a quadratic 
texture, but we'd also have to adapt the maps to this change, I fear.
Generally I like the idea, but someone would have to provide a map converter.

- Vector graphics are probably not practical for textures...
Most textures are photographs or similar, as was said, and for the handmade or 
algorithm-generated ones I don't think vector graphics would be sensible, 
either.
What is defenitely usefull (and nearly required) is the 
GIMP/PhotoShop/Whatever file you created the textures with... Especially if 
you use multiple layers and similar.

--Dennis


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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Ranger Joe
I have no real experience with vector graphics, but I guess I'll check 
it out. I'm afraid there's a rather steep learning curve to it, though.


As for changing the U/V coordinates - why? U/V coordinates are 
fractional. Unless I change the relative positioning of image data in 
the texture, there shouldn't be any need to update these; what worries 
me more is that  I can't find texture coordinates in the respective pie 
files.


Once more, though - where could I obtain working compiled binaries of 
the WZ:R source code since I can't compile it myself (and frankly don't 
want to get into the hassle of doing so because of the required setup 
and lack of experience).


kim: I'm guessing it's me, but I can't find the downloads section

RJ


Giel van Schijndel wrote:

zz zz schreef:
  

From: Ranger Joe <[EMAIL PROTECTED]>
Reply-To: Development list 
To: warzone-dev@gna.org
Subject: [Warzone-dev] Upconverting WZ textures
Date: Thu, 07 Dec 2006 07:58:17 +0200

Hi,

I can't seem to be able to register on realtimestrategies.net - I
still haven't got the confirmation email over a period of several
days. So I'm posting here.

In any case, I'd be interested in upconverting any existing
low-resolution textures WZ:Resurrection will be using (from the
original WZ). To test these, however, I would need some help as to
how to best load them up in the game without having to compile the
source code itself. I haven't been able to figure out precisely what
you've done to/with the source code, so I'd really appreciate a small
rundown on the process of getting the modified textures into the game
with the smallest possible amount of trouble.

That is, of course, if WZ:R supports non-fixed texture sizes in the
first place (if it doesn't, it shouldn't be too demanding to add the
support).

I'm figuring being able to jump to any campaign and having all the
techs available would be really helpful as well.

Since most textures seem to be 256x256 pixels in size, I figured the
reasonable upgrade would be to 512x512 and possibly (since there
aren't too many textures in the game) also to 1024x1024. The terrain
textures are 1152x1280 in size, so doubling these wouldn't kill
anyone either on today's hardware. I have no idea why these would
have such a weird resolution. Wouldn't changing them to a power of
two make more sense?

As far as I have observed, the original textures need quite a bit of
work, not just resizing, as they are quite raw and plagued with
low-bit depth, low-resolution aliasing. In fact, I think that's the
biggest problem I had with the game - when the camera came really
close to a building, the visual quality would plummet.

Please let me know if someone is already working on this and, if not,
then how best to go about testing the textures.
  

noone is working on textures as far as I know.

with 2.0.5rc1+? you can create a folder called 'data',then create a
sub-folder of 'data' called 'textpages' and copy new texture files
there,it'll override the ones in .wz files that comes with
2.0.5rc1.Also you need to change the pie file's texture info
accordingly to use 512x512 textures I think.


Are you sure the pie-files support 512x512 (or higher) because I've read
somewhere that there is a limit to it (256x256 I believe).

@Ranger Joe: it is also important to modify the U/V coordinates in the
PIE-files when modifying the textures.
As for some cheats which might assist in campaign/level jumping:
http://wz2100.net/wiki/user:cheats

PS It would be nice if you (or anyone for that matter) made the textures
as vector graphics. So that they can be reproduced at higher resolutions
without much trouble.

--
Giel

  



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread vs2k5
On Thu, 07 Dec 2006 00:58:17 -0500 Ranger Joe <[EMAIL PROTECTED]> 
wrote:
>Hi,
>
>I can't seem to be able to register on realtimestrategies.net - I 
>still 
>haven't got the confirmation email over a period of several days. 
>So I'm 
>posting here.
The "new" forum home is at http://wz2100.net/


>In any case, I'd be interested in upconverting any existing 
>low-resolution textures WZ:Resurrection will be using (from the 
>original 
>WZ). To test these, however, I would need some help as to how to 
>best 
>load them up in the game without having to compile the source code 
>
>itself. I haven't been able to figure out precisely what you've 
>done 
>to/with the source code, so I'd really appreciate a small rundown 
>on the 
>process of getting the modified textures into the game with the 
>smallest 
>possible amount of trouble.
>That is, of course, if WZ:R supports non-fixed texture sizes in 
>the 
>first place (if it doesn't, it shouldn't be too demanding to add 
>the 
>support).
>
>I'm figuring being able to jump to any campaign and having all the 
>techs 
>available would be really helpful as well.
>
>Since most textures seem to be 256x256 pixels in size, I figured 
>the 
>reasonable upgrade would be to 512x512 and possibly (since there 
>aren't 
>too many textures in the game) also to 1024x1024. The terrain 
>textures 
>are 1152x1280 in size, so doubling these wouldn't kill anyone 
>either on 
>today's hardware. I have no idea why these would have such a weird 
>
>resolution. Wouldn't changing them to a power of two make more 
>sense?
>
>As far as I have observed, the original textures need quite a bit 
>of 
>work, not just resizing, as they are quite raw and plagued with 
>low-bit 
>depth, low-resolution aliasing. In fact, I think that's the 
>biggest 
>problem I had with the game - when the camera came really close to 
>a 
>building, the visual quality would plummet.
>
>Please let me know if someone is already working on this and, if 
>not, 
>then how best to go about testing the textures.
>
>Cheers
>RJ

>From what I have read in the past, you could just do your work from 
the old texture files once you unzip the warzone.wz file, then use 
the 32bit map editor for your new textures and see how it looks.  
That is what I think the old artist did.

Right now, you would have to compile the source code to support 
bigger textures than what is default.  I think your best bet is to 
contact lav_coyote, since he is a map maker, and knows pretty much 
all there is to know about this subject since he did all the beta 
testing as stuff from the old artist.
I am pretty sure there is really no limit on the 32bit map editor 
besides being power of 2 tiles, so you can make 512x512 if you 
want.  You may also want to check out the old artists work.  
(Contact lav_coyote again).







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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Giel van Schijndel
Christian Ohm schreef:
> On Thursday,  7 December 2006 at 10:08, Giel van Schijndel wrote:
>   
>>> there,it'll override the ones in .wz files that comes with
>>> 2.0.5rc1.Also you need to change the pie file's texture info
>>> accordingly to use 512x512 textures I think.
>>>   
>> Are you sure the pie-files support 512x512 (or higher) because I've read
>> somewhere that there is a limit to it (256x256 I believe).
>>
>> @Ranger Joe: it is also important to modify the U/V coordinates in the
>> PIE-files when modifying the textures.
>> 
> As long as you keep the relative positions, you don't need to adjust
> anything in the PIE files. The size value isn't used anymore, that was
> for the software renderer. The texture coordinates are relative, all you
> need to do is upscale the old texture and add your new textures.
>
> You can just unzip the data.wz file to see the used file structure, and
> then replace whichever files you like. (Warzone will use real files if
> it finds some, or what is in data.wz if there are no files.)
>   
So if I understand correctly the U/V coordinates are now relative to the
specified size? E.g. if the specified texture size is 256x256 a U/V
coordinate of (32,32) really means (12.5%,12.5%) relative to the actual
picture's size?

This seems a bit cumbersome to me; since specifying absolute U/V
coordinates based on the actual picture's dimensions seems more
intuitive to me. More than relative U/V coordinates that is.
>> PS It would be nice if you (or anyone for that matter) made the textures
>> as vector graphics. So that they can be reproduced at higher resolutions
>> without much trouble.
>> 
> I don't think most textures will use vector graphics but photographs or
> other raster graphics as base. Vectors are useful for plain colours or
> gradients, but not structures as used in textures (dirt for example -
> you want a more detailed structure and not just enlarged blotches).
>
> But even for raster graphics, having the original Gimp file with all
> layers and base images would be nice, so the textures can be adapted for
> future use (for example in new models in another format and higher
> resolution textures).
>   
Probably true for stuff like sand, etc. Some building's textures however
would easily be described by vector graphics. That aside, I do agree it
is probably best to have the original source files from textures.

--
Giel



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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Christian Ohm
On Thursday,  7 December 2006 at 10:08, Giel van Schijndel wrote:
> zz zz schreef:
> >> From: Ranger Joe <[EMAIL PROTECTED]>
> >> I can't seem to be able to register on realtimestrategies.net - I
> >> still haven't got the confirmation email over a period of several
> >> days. So I'm posting here.

This list or the forum on wz2100.net is the right place,
realtimestrategies.net is more or less dead. Where did you get that
address from? Perhaps we can change that...

> >> That is, of course, if WZ:R supports non-fixed texture sizes in the
> >> first place

It does.

> >> Since most textures seem to be 256x256 pixels in size, I figured the
> >> reasonable upgrade would be to 512x512 and possibly (since there
> >> aren't too many textures in the game) also to 1024x1024. The terrain
> >> textures are 1152x1280 in size, so doubling these wouldn't kill
> >> anyone either on today's hardware. I have no idea why these would
> >> have such a weird resolution. Wouldn't changing them to a power of
> >> two make more sense?

Depends. Currently it works, if you can change it in a way that still
works, it'll probably be added.

> > with 2.0.5rc1+? you can create a folder called 'data',then create a
> > sub-folder of 'data' called 'textpages' and copy new texture files

 texpages

> > there,it'll override the ones in .wz files that comes with
> > 2.0.5rc1.Also you need to change the pie file's texture info
> > accordingly to use 512x512 textures I think.
> Are you sure the pie-files support 512x512 (or higher) because I've read
> somewhere that there is a limit to it (256x256 I believe).
> 
> @Ranger Joe: it is also important to modify the U/V coordinates in the
> PIE-files when modifying the textures.

As long as you keep the relative positions, you don't need to adjust
anything in the PIE files. The size value isn't used anymore, that was
for the software renderer. The texture coordinates are relative, all you
need to do is upscale the old texture and add your new textures.

You can just unzip the data.wz file to see the used file structure, and
then replace whichever files you like. (Warzone will use real files if
it finds some, or what is in data.wz if there are no files.)

> PS It would be nice if you (or anyone for that matter) made the textures
> as vector graphics. So that they can be reproduced at higher resolutions
> without much trouble.

I don't think most textures will use vector graphics but photographs or
other raster graphics as base. Vectors are useful for plain colours or
gradients, but not structures as used in textures (dirt for example -
you want a more detailed structure and not just enlarged blotches).

But even for raster graphics, having the original Gimp file with all
layers and base images would be nice, so the textures can be adapted for
future use (for example in new models in another format and higher
resolution textures).

-- 
Function reject.

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Re: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread Giel van Schijndel
zz zz schreef:
>> From: Ranger Joe <[EMAIL PROTECTED]>
>> Reply-To: Development list 
>> To: warzone-dev@gna.org
>> Subject: [Warzone-dev] Upconverting WZ textures
>> Date: Thu, 07 Dec 2006 07:58:17 +0200
>>
>> Hi,
>>
>> I can't seem to be able to register on realtimestrategies.net - I
>> still haven't got the confirmation email over a period of several
>> days. So I'm posting here.
>>
>> In any case, I'd be interested in upconverting any existing
>> low-resolution textures WZ:Resurrection will be using (from the
>> original WZ). To test these, however, I would need some help as to
>> how to best load them up in the game without having to compile the
>> source code itself. I haven't been able to figure out precisely what
>> you've done to/with the source code, so I'd really appreciate a small
>> rundown on the process of getting the modified textures into the game
>> with the smallest possible amount of trouble.
>>
>> That is, of course, if WZ:R supports non-fixed texture sizes in the
>> first place (if it doesn't, it shouldn't be too demanding to add the
>> support).
>>
>> I'm figuring being able to jump to any campaign and having all the
>> techs available would be really helpful as well.
>>
>> Since most textures seem to be 256x256 pixels in size, I figured the
>> reasonable upgrade would be to 512x512 and possibly (since there
>> aren't too many textures in the game) also to 1024x1024. The terrain
>> textures are 1152x1280 in size, so doubling these wouldn't kill
>> anyone either on today's hardware. I have no idea why these would
>> have such a weird resolution. Wouldn't changing them to a power of
>> two make more sense?
>>
>> As far as I have observed, the original textures need quite a bit of
>> work, not just resizing, as they are quite raw and plagued with
>> low-bit depth, low-resolution aliasing. In fact, I think that's the
>> biggest problem I had with the game - when the camera came really
>> close to a building, the visual quality would plummet.
>>
>> Please let me know if someone is already working on this and, if not,
>> then how best to go about testing the textures.
> noone is working on textures as far as I know.
>
> with 2.0.5rc1+? you can create a folder called 'data',then create a
> sub-folder of 'data' called 'textpages' and copy new texture files
> there,it'll override the ones in .wz files that comes with
> 2.0.5rc1.Also you need to change the pie file's texture info
> accordingly to use 512x512 textures I think.
Are you sure the pie-files support 512x512 (or higher) because I've read
somewhere that there is a limit to it (256x256 I believe).

@Ranger Joe: it is also important to modify the U/V coordinates in the
PIE-files when modifying the textures.
As for some cheats which might assist in campaign/level jumping:
http://wz2100.net/wiki/user:cheats

PS It would be nice if you (or anyone for that matter) made the textures
as vector graphics. So that they can be reproduced at higher resolutions
without much trouble.

--
Giel



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RE: [Warzone-dev] Upconverting WZ textures

2006-12-07 Thread zz zz





From: Ranger Joe <[EMAIL PROTECTED]>
Reply-To: Development list 
To: warzone-dev@gna.org
Subject: [Warzone-dev] Upconverting WZ textures
Date: Thu, 07 Dec 2006 07:58:17 +0200

Hi,

I can't seem to be able to register on realtimestrategies.net - I still 
haven't got the confirmation email over a period of several days. So I'm 
posting here.


In any case, I'd be interested in upconverting any existing low-resolution 
textures WZ:Resurrection will be using (from the original WZ). To test 
these, however, I would need some help as to how to best load them up in 
the game without having to compile the source code itself. I haven't been 
able to figure out precisely what you've done to/with the source code, so 
I'd really appreciate a small rundown on the process of getting the 
modified textures into the game with the smallest possible amount of 
trouble.


That is, of course, if WZ:R supports non-fixed texture sizes in the first 
place (if it doesn't, it shouldn't be too demanding to add the support).


I'm figuring being able to jump to any campaign and having all the techs 
available would be really helpful as well.


Since most textures seem to be 256x256 pixels in size, I figured the 
reasonable upgrade would be to 512x512 and possibly (since there aren't too 
many textures in the game) also to 1024x1024. The terrain textures are 
1152x1280 in size, so doubling these wouldn't kill anyone either on today's 
hardware. I have no idea why these would have such a weird resolution. 
Wouldn't changing them to a power of two make more sense?


As far as I have observed, the original textures need quite a bit of work, 
not just resizing, as they are quite raw and plagued with low-bit depth, 
low-resolution aliasing. In fact, I think that's the biggest problem I had 
with the game - when the camera came really close to a building, the visual 
quality would plummet.


Please let me know if someone is already working on this and, if not, then 
how best to go about testing the textures.


Cheers
RJ

noone is working on textures as far as I know.

with 2.0.5rc1+? you can create a folder called 'data',then create a 
sub-folder of 'data' called 'textpages' and copy new texture files 
there,it'll override the ones in .wz files that comes with 2.0.5rc1.Also you 
need to change the pie file's texture info accordingly to use 512x512 
textures I think.


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