HD first person weapon textures
- King of Worms
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Re: HD first person weapon textures
Hi Megaten, nice progress!
I opened the files in Photoshop, and converted it from 16 to 8bit per channel, this changes absolutely nothing in the visuals. And it reduces the size to 1/3.
From my previous talks with Interkarma, this format is more suitable for Unity/DFU anyway.
The images have 4 channels, RedGreenBlue plus Alpha. So 8bit per channel is what is usually known as 32bit (4 x 8bits). And you are using 64bit now (4x16)
So there is a room for this optimalization, which will reduce the size to 1/3 without changing anything in the visuals and also making the format more suitable for DFU.
Than I would personally opt for a 50% reduction of resolution and we are at the 20% of the current size.
Just a option to consider...
Question: how hard would it be for you to re-render the images with SSAO or some simmilar effect? Heres a comparison, to show what Im talking about. Some weapons would benefit from the added depth IMO
https://media.giphy.com/media/geF89jVd7 ... /giphy.gif
I opened the files in Photoshop, and converted it from 16 to 8bit per channel, this changes absolutely nothing in the visuals. And it reduces the size to 1/3.
From my previous talks with Interkarma, this format is more suitable for Unity/DFU anyway.
The images have 4 channels, RedGreenBlue plus Alpha. So 8bit per channel is what is usually known as 32bit (4 x 8bits). And you are using 64bit now (4x16)
So there is a room for this optimalization, which will reduce the size to 1/3 without changing anything in the visuals and also making the format more suitable for DFU.
Than I would personally opt for a 50% reduction of resolution and we are at the 20% of the current size.
Just a option to consider...
Question: how hard would it be for you to re-render the images with SSAO or some simmilar effect? Heres a comparison, to show what Im talking about. Some weapons would benefit from the added depth IMO
https://media.giphy.com/media/geF89jVd7 ... /giphy.gif
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Re: HD first person weapon textures
King of Worms
Thanks for the advice on using 32bit, will do that way in the future.
About re-rendering with SSAO. It's possible. The result would be something like this.
Rendering time increases 8-10 times (from 15-20 seconds per frame, to 2-3 minutes) though.
It's just the original idea was to emulate Daggerfalls 90s junky vanilla CG look and produce some results in little time.
I do agree renders with global illumination look way better and simple looking hammers/maces/flails/axes will benefit from it. So the answer is - rerendering is not a problem, might do it actually.
Nystul
Magic weapons are comming. Only staffs/magic hands/werewolf hands left before I start on them.
Also, has anyone managed to swap first person horse textures? In modding tutorial it says the name is MRED00I0.CFA_0-0.png and needs to be put into CifRci as well. I found texture resolution here - viewtopic.php?t=382&start=40 and tried to make a test swap but it won't work. Any ideas?
Thanks for the advice on using 32bit, will do that way in the future.
About re-rendering with SSAO. It's possible. The result would be something like this.
Spoiler!
It's just the original idea was to emulate Daggerfalls 90s junky vanilla CG look and produce some results in little time.
I do agree renders with global illumination look way better and simple looking hammers/maces/flails/axes will benefit from it. So the answer is - rerendering is not a problem, might do it actually.
Nystul
Magic weapons are comming. Only staffs/magic hands/werewolf hands left before I start on them.
Also, has anyone managed to swap first person horse textures? In modding tutorial it says the name is MRED00I0.CFA_0-0.png and needs to be put into CifRci as well. I found texture resolution here - viewtopic.php?t=382&start=40 and tried to make a test swap but it won't work. Any ideas?
- King of Worms
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Re: HD first person weapon textures
Hmm the ssao does not look good in this case, original on the left is better. Its strange the new version is so much brighter. Anyway... this is minor. Dont let me distract you
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- Adrinus
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Re: HD first person weapon textures
I've updated the 25% resolution pack to contain the new axes and daggers:
https://www.mediafire.com/file/1e6tfnjj ... 19.7z/file
https://www.mediafire.com/file/1e6tfnjj ... 19.7z/file
- King of Worms
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Re: HD first person weapon textures
There is a error in the naming
There are two times Weapon07
One is a hammer, one is a Mace
To correct it u must rename a weapon in the archive called "mace" from 07 to 05, its the one with ADAMANTIUM material
-----------------------------------------------------------------------------------------------------------------------------------------------------
I did that, now Im batch converting from 64bit to 32bit which is the ideal/recomended format for DFU, it will save 2/3 of the memory without ANY change to visuals at all, will take few hours..
EDIT:
I will decide between the 1/4 or 1/2 resolution reduction. With 1/2 resolution we are at 370mb which is 1/10 of the original 64bit size
This gets us to much more reasonable memory requirements and performance, with a minimal compromise in a visual quality.
There are two times Weapon07
One is a hammer, one is a Mace
To correct it u must rename a weapon in the archive called "mace" from 07 to 05, its the one with ADAMANTIUM material
-----------------------------------------------------------------------------------------------------------------------------------------------------
I did that, now Im batch converting from 64bit to 32bit which is the ideal/recomended format for DFU, it will save 2/3 of the memory without ANY change to visuals at all, will take few hours..
EDIT:
I will decide between the 1/4 or 1/2 resolution reduction. With 1/2 resolution we are at 370mb which is 1/10 of the original 64bit size
This gets us to much more reasonable memory requirements and performance, with a minimal compromise in a visual quality.
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- King of Worms
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Re: HD first person weapon textures
Important suggestion, in case you will work on this some more...
The texture size needs to be able to be divided by 4 and the result must be in full number without a decimals.
Id say more than 50% of the images are not like this.
And the result is, that unity is not able to apply a compression without resizing the images - and resizing means quite a big hit to the visuals
And no compression means a huge waste of resources, for basically no reason
Example of the wrong image dimensions from this pack:
650 * 1430 (divide by 4) = 162,5 * 357,5
Corrected:
652 x 1432 (/4) = 163 * 358
Yes. Those 2 damned pixels mean all the difference :X I found out the hard way as well in my modding adventures.
To correct this problem, without actually stretching the textures (and thus loosing the quality) - is by adjusting the canvas size...
So you add 2 pixels to the canvas size, and anchor the actual image to the same place for all the images in the sequence - anchor it to the bottom of the screen in the case of weapons.
Its gonna be painful, but its a work for one day max >> doable.
Or maybe re-rendering it in a proper dimensions would be easier, no idea...
The texture size needs to be able to be divided by 4 and the result must be in full number without a decimals.
Id say more than 50% of the images are not like this.
And the result is, that unity is not able to apply a compression without resizing the images - and resizing means quite a big hit to the visuals
And no compression means a huge waste of resources, for basically no reason
Example of the wrong image dimensions from this pack:
650 * 1430 (divide by 4) = 162,5 * 357,5
Corrected:
652 x 1432 (/4) = 163 * 358
Yes. Those 2 damned pixels mean all the difference :X I found out the hard way as well in my modding adventures.
To correct this problem, without actually stretching the textures (and thus loosing the quality) - is by adjusting the canvas size...
So you add 2 pixels to the canvas size, and anchor the actual image to the same place for all the images in the sequence - anchor it to the bottom of the screen in the case of weapons.
Its gonna be painful, but its a work for one day max >> doable.
Or maybe re-rendering it in a proper dimensions would be easier, no idea...
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- King of Worms
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Re: HD first person weapon textures
Oh, and why I dig into this so much? Because its actually a really good mod and you put a lot of work into it.
I love how you made the daggers have more tiers, basic steel are very simple, more advanced materials have those diamonds, carvings, and additional handle parts plus a skull at the bottom. Its neat, better than the original, so when you finally get to better dagger, you will have more satisfaction looking at it in your hands.
I hope u get back to it,and do the staff etc plus magic effects
I love how you made the daggers have more tiers, basic steel are very simple, more advanced materials have those diamonds, carvings, and additional handle parts plus a skull at the bottom. Its neat, better than the original, so when you finally get to better dagger, you will have more satisfaction looking at it in your hands.
I hope u get back to it,and do the staff etc plus magic effects
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Re: HD first person weapon textures
I've tried as suggested to just batch convert images from 64 bit to 32 bit and I confirm that there's no visible loss of quality in game, but on the other hand the time for equipping weapons has decreased dramatically. No more 2-3 seconds to see the new weapon equipped
Personally i prefer not to downscale images, i play DFU Full HD, and I don't see any need to reduce the video quality
BTW, this mod is super-awesome
Personally i prefer not to downscale images, i play DFU Full HD, and I don't see any need to reduce the video quality
BTW, this mod is super-awesome
- King of Worms
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Re: HD first person weapon textures
3200 x 2000 is a bit too much for my taste...
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- MaxiM
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Re: HD first person weapon textures
I'll add another suggetion to the pile:
Now that the retro mode is in, how about rendering those weapon sprites in retro resolutions? I tried doing this myself with moderate success, but there's a lot to clean up afterwards and downscaling is not nearly as good as rendering for the target resolution.
I love the spritework here and even when simply downscaled (without filtering that is) those weapons look way better than the defaults, adding a lot to the "modern retro" feel of DFU in Retro Mode.
Give it a thought
Now that the retro mode is in, how about rendering those weapon sprites in retro resolutions? I tried doing this myself with moderate success, but there's a lot to clean up afterwards and downscaling is not nearly as good as rendering for the target resolution.
I love the spritework here and even when simply downscaled (without filtering that is) those weapons look way better than the defaults, adding a lot to the "modern retro" feel of DFU in Retro Mode.
Give it a thought
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
~ George Bernard Shaw
~ George Bernard Shaw