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Author
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Topic: Long live 512!
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Razer Pilot
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posted 06-07- 11:13 PM
This is just a few of the schemes I have. All the 512 schemes i've been sitting on for months can now be used!
------------------ Tony "Razer" Martin Brought to you by the Campaign for a better Pacific. FS Hangar IP: Logged |
Aladar Pilot
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posted 06-07- 11:18 PM
Amen!! IP: Logged |
Aladar Pilot
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posted 06-08- 12:03 AM
Just look what I've been able to accomplish on the updated 162! IP: Logged |
ArgonV Pilot
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posted 06-08- 12:19 AM
Aladar, GREAT!But PLEASE fix that engine shape up.  IP: Logged |
Jerry Pilot
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posted 06-08- 12:25 AM
Razer, just out of curiosity, what would a 1024X1024 scheme look like? Must be awesome!IP: Logged |
Bryan Russell Pilot
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posted 06-08- 12:56 AM
This is 1024 x 1024 The only problem is, you need to work a bit harder once the resolution goes up. You can see plenty of mapping problems in this, which I didn't worry about originally since the 256 x 256 version went nice and blurry 
------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |
Biggles3 Pilot
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posted 06-08- 05:15 AM
yeah but it takes a good ice age to load on a slow pc  IP: Logged |
Yardstick Pilot
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posted 06-08- 07:30 AM
If you guys start plying around with 1024x768 textures bear in mind the enormous demands you will be placing on video card memory. The only flight sim, that I am aware of, that uses textures this large is CFS2. However, CFS2 uses a proprietary bitmap compression which effectively limits the image to something close to 256 colours. If you start adding large 32 bit textures to planes the hit on video memory will be huge.------------------ Yardstick painted this IP: Logged |
Maury Markowitz Pilot
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posted 06-08- 07:35 AM
quote: Originally posted by Yardstick: If you guys start plying around with 1024x768 textures bear in mind the enormous demands you will be placing on video card memory. The only flight sim, that I am aware of, that uses textures this large is CFS2. However, CFS2 uses a proprietary bitmap compression which effectively limits the image to something close to 256 colours.
Speaking of compression, does an app have to be written specifically to use the various cards compression features? Or does the card compress the images as they come in over the AGP? If we can do the former (ie, leave them compressed in memory after loadup) that would certainly be a priority for the patch. Maury IP: Logged |
Werner Molders JAG
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posted 06-08- 09:05 AM
...I'm going to start labelling schemes 256/512/etc as they get posted at AF. 95% are 256 but I may have a Corsair or two snuck in at 512. Yeah 512s are optional, but they need to be properly labelled at fansites. Werner ------------------ Visit Abbeville Field Today! IP: Logged |
Razer Pilot
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posted 06-08- 09:17 AM
I'm sticking with 512, I don't enjoy working at 1028 since there is just to much space and it takes way to long to complete a scheme. I enjoy 512 more anyway and can still do some great things with it.
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Aladar Pilot
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posted 06-08- 09:26 AM
ditto to Razer. Argon, I fogured out what is wrong with the engine and will fix it ASAP.IP: Logged |
Snickers Pilot
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posted 06-08- 10:06 AM
This image was taken from a spy trying to leave the SnickWerks secret area. BTW - I will give full credit to the person who did the skin in due time.... For now I ask they wait (and they know why...)
[This message has been edited by Snickers (edited 06-08-2001).] IP: Logged |
Razer Pilot
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posted 06-08- 10:24 AM
Wow, he did a good job on that skin and I know who he is. (anyone not?)You know snick, when you get her to a good point send it to me so I can redo those radiators. then I can just port them to the F. IP: Logged |
Spanky the Mad Dog Pilot
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posted 06-08- 10:59 AM
Yes I think we do have to be very carefull about vid texture ram. About the sizes, really we could have made the planes look this good the whole time right? All we had to do was use a bunch of 256x256 bitmaps? What was stopping us then? The vid card ram. One good thing is (besides I'm sure its easier to paint like this instead of across a bunch of smaller squares) is that the 512 textures will be for people with smoking vid cards that have enough ram. So will an old vid card auto down convert the bitmap so it works and doesn't take up as much ram? Or are we going to need to plane packs, one for low end and one for high end? IP: Logged |
Werner Molders JAG
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posted 06-08- 11:10 AM
Spanky - I'm no expert on the subject but I think the way it works is that eventually all planes will be capable of handling higher res textures, thats a code thing (thanks VDU!), but whether you install 256x256 or 512x512 is totally up to you. You won't need two plane packs, you'll just have to choose between high res or low res schemes from the fansites you visit. An analogy - Model Ts came in any colour you wanted, so long as it was Black. Since then cars can "support" Black or "Other". Lets say black is less expensive (same as 256 schemes on your vid card), you can still drive that car on the same road (online) as some other guy with the same model who's got something other than black painted on his car. Does that help? Werner ------------------ Visit Abbeville Field Today! IP: Logged |
Razer Pilot
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posted 06-08- 11:24 AM
If you have planes using a bunch of tifs you use up all your texture mem and you have graphic problems. Now that we have support for 512 textures we can put a whole plane on 1 tif and still get better detail then we would get on one 256.This was one of many reasons why I've wanted 512 for so long. Now that we have it new planes can be on one tif and lower out glitchs we get when our tex mem goes to crap. I know only a few could see the great new things but older planes can now have the detail of a two tif user made plane without remapping. now, on to the cool stuff! Here's another pic of the ki-61 above but with more work done. Nice huh? IP: Logged |
Jerry Pilot
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posted 06-08- 01:16 PM
Wow, I can't wait until these higher res skins get posted!  IP: Logged |
Bryan Russell Pilot
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posted 06-08- 01:43 PM
I'm pretty sure CFS2 uses DXT compression, which is supported on most current cards. This was added in the patch in 1.5.2.7, which remainds me that I forgot to put back the GUI option for it in 1.5.2.9  DXT doesn't convert to 256 colours, although it does use a form of colour space compression which degrades the image. The degradation gets worse with high constrast changes in an image. Here's an example of the same picture using texture compression. ------------------ Wings with Wires
Go here for info about the Unofficial Patch [This message has been edited by Bryan Russell (edited 06-08-2001).] IP: Logged |
Vahnatai Pilot
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posted 06-08- 02:05 PM
me likes hi-res planes! razer..are u gonna post that stuka skin? I LOVE IT![This message has been edited by Vahnatai (edited 06-08-2001).] IP: Logged |
Maury Markowitz Pilot
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posted 06-08- 03:13 PM
quote: Originally posted by Bryan Russell: Here's an example of the same picture using texture compression.
I can't even see a difference - is there some sort of artifacting I should be noticing? BTW, what's the memory savings when using this compression? Maury IP: Logged |
Bryan Russell Pilot
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posted 06-08- 03:37 PM
You can see the artifacts better on the hangers, plus there is a little bit on the aircraft itself if you look hard enough  The DXT compression is fixed ratio, and it has three different types. The best compression is 8:1 for RGBA textures and 6:1 for RGB textures. Thats against 32bit though, so you could say 4:1 and 3:1 compared to 16 bit, which is what SDOE uses. In real numbers thats a 16bit 1024x1024 texture compressed from about 2M to about 524k. For 512x512 its about 524k compressed to 131k, which out of interest is the same size as a 256x256 uncompressed texture. Apperantly there is a driver bug for GeForces that make DXT texture compression look worse than it should be for OpenGL. I haven't applied the patch yet so the image above may have been improved a little with, or maybe not. ------------------ Wings with Wires Go here for info about the Unofficial Patch IP: Logged |
Snickers Pilot
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posted 06-08- 03:54 PM
Bump (just in case you couldn't get into NBCi to see the pic, its a direct link now. Thanks Razer!!! )IP: Logged |
Pachy Pilot
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posted 06-08- 05:52 PM
I love this. Really really really. Me gusto mucho. IP: Logged |
casualty26ac Pilot
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posted 06-08- 06:14 PM
The great thing about this is the choice is always ours and with a simple change in options. I may run at 1024 when offline, but online go to 512. In cfs2 when you run at 512, you still get most of rivets from the 1024 default versions. In fact, my rule may be to paint the 2 256 tif planes(109s and 47s) in 512 or at least reduce for release, and the single tifs just paint and release as 1024. I understand the web space concerns on these large textures. About compression, I had to read a lot of Finn's and Joiner's tutorials to do some cfs2 planes, and although I made mine dxt compressed, they suggest doing as normal bitmaps and nobody has has problems that I'm aware of. Even when I had my tnt2 card, I've never had texture problems with cfs2 planes--no matter how many were in the air. I have seen the blocky clouds in sdoe though when more than 4 types of planes are in the air. This was far before the bigger textures were announced. Choice is great and thanks again to the patch team!
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Pye Pilot
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posted 06-09- 07:02 AM
Does the texture compression compress ALL textures loaded into memory without exception?If the texture compression is applied to our 256x256 used now then it must be true that nearly twice as many different types of planes can be used in an online game, which is an online Improvement. or at least the same amount of planes but curing the effect described below One of the first noticable side effects of running out of texture memory with two many planes is not seen on the planes themselves but when you come to fire your guns and get blockiness or you drop your bombs or your plane explodes for whatever reason and the explosion is blocky. By this time you are well into a mission. So having 512 will keep the limit. ie number of different planes online the same as now, and maybe the blockiness too will still be there! or it could just compress the explosions etc if they are in 256 to just within at the memory limit. who knows! Is there any way to have a feature or do you know of a tool that can report on the amount of your physical texture memory that is behing used at any given time.
ie,, at the SDOE loadup screen after the textures load would be the ideal place to inform you of the graphics memory status. Maybe this is a reason why some people crash ctd or some not.. they run out of memory ...just thinking out loud there
[This message has been edited by Pye (edited 06-09-2001).] IP: Logged |
DanW Pilot
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posted 06-09- 07:56 AM
Where are all these 512x512 planes at? I keep seeing all these shots, but no mention of any place to download them.IP: Logged |
Maury Markowitz Pilot
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posted 06-09- 09:53 AM
quote: Originally posted by Bryan Russell: In real numbers thats a 16bit 1024x1024 texture compressed from about 2M to about 524k. For 512x512 its about 524k compressed to 131k, which out of interest is the same size as a 256x256 uncompressed texture.
Damb, well that basically solves THAT! Do I remember it correctly, that DTX the MS re-naming of the S3 stuff that came out a few years ago? Maury IP: Logged |
gt Pilot
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posted 06-09- 10:21 AM
They look fantastic!!!!!!! Awesome!!!!! Please give a 512x512 Lanc PLEASE just an image!!gt IP: Logged |
Spanky the Mad Dog Pilot
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posted 06-09- 10:28 AM
Friggen sweet, Having an option rocks. Ok that sovles that problem. Bring on the 512s so I can try them out when I get a new card. IP: Logged |
Razer Pilot
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posted 06-09- 11:26 AM
Danall the 512 planes I have I've changed myself and planes I currently have in the works. you know how to get the textures and you can use OPS to view the scheme in 512 but you need the latest patch and edit the SM file to see them in game. Guys I took a look at the par files last night and it looks like most if not all the SM files are in par 12. It looks like it would take me roughly 45 mins to convert all current released planes overto 512. The only problem at this point is should we release a patch for PP6.1 and bump it to 6.2? the patch would be around 30 megs and could be done one of two ways: place everything back in the par file, or put things in folders.
I know there is a few planes in another par file but this wouldn't be a problem to do to a few more planes. After this is done this would mean ANY will be able to be painted at 512 or higher. If you've ever wanted to know how the mossie, b17, lanc, spits, or your fav add-on plane looks in high res it could all happen really soon if you bare with us for a few more days to figure out what to do. Now, You know how great the planes are right? This doesn't have to stop with the planes outside. Just think of the detail we can have in the cockpits with 512 textures! just thought i'd throw that out there to get you thinking. Bryan Whats the ini line to get the compression since the GUI option is gone. ------------------ Tony "Razer" Martin Brought to you by the Campaign for a better Pacific. FS Hangar
[This message has been edited by Razer (edited 06-09-2001).] [This message has been edited by Razer (edited 06-09-2001).] IP: Logged |
DanW Pilot
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posted 06-09- 11:46 AM
ThanksI think I'll pass on this. I forgot how to use OPS. I thought someone was in the process of converting them over. IP: Logged |
Razer Pilot
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posted 06-09- 01:43 PM
We are.  IP: Logged |
Aui Pilot
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posted 06-09- 01:51 PM
UseTextureCompression=1IP: Logged |
Bryan Russell Pilot
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posted 06-09- 09:55 PM
I'll make sure I put the texture compression option back in for next time. The way it is implemented, all textures loaded by the game are compressed and written to the texture cache, and then sent to the card compressed when thay are needed. Ideally, there should probably be a texture flag to say whether a texture should be compressed or not, but it is tricky since it would possibly change the file format. I have always wondered why some games require people to compress the file with DXT, rather than let the game do it. OpenGL does it very easily, and lets you get at the compressed image so it can be saved to the cache etc, and I bet with zip style compression etc on the actual file, there is probably very little differene in physical file size (in fact its probably smaller with zip etc for some images). Just overcomplicates things IMO. ------------------ Wings with Wires Go here for info about the Unofficial Patch [This message has been edited by Bryan Russell (edited 06-09-2001).] IP: Logged |