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GenTerra.utx

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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DieHard SCWS
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GenTerra.utx

Post by DieHard SCWS »

Pfff, finally................


I had anticipated to have this done 6 hours ago, but i had a hugh argument with Photoshop, the batching of the DDS files went completelly wrong which resulted in files twice the size as they should have been.


So i had to run it an extra 6 hours to get it done after all.


Enough of that.


This is the first release of GenTerra.utx, and does contain 53 new S3TC textures. All of them are soil combined with grass. All textures have been added in the size 2048 x 2048 pixels.

The only textures missing in this package are the 6 TreeLine photo's. I will see if i can make those photos myself in the comming weeks. If so than this will be the first S3TC package that is 100% complete and done. For now its 89.83050847 % done (acording to my calculator)


After alot of trying and having people like Hyper help me out on comments, i think the textures do look very ok, if not great. But i need to see that in the next weeks, i have not seen them fully, but in the maps i did see them, they did look great :)


So for now i am happy with them :)


Here is the link:

[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/GenTerra.zip][glow=yellow,2,300]GenTerra.utx[/glow][/url]




The package is again.......................HUGH lol


145.5 Mb, and the final file will be around 150 Mb.




Download the package and let me know if its ok with you all, but i hope you will enjoy it :)
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Hyper
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Re: GenTerra.utx

Post by Hyper »

Wow, it feels like it's Christmas this week :p

Downloading...
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Re: GenTerra.utx

Post by DieHard SCWS »

I have however no clue where they show up, the dirt in the grass is actually th part where you have a path. The textures in this package are all the corners in a path.


If you know actual corners of the paths, please let me know so i can have a look too.


This also will be the last big update for now, i have to go back to the SGC project. but in the meantime i will also keep working on the URP project, just not as extensivelly as last week.
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Last edited by DieHard SCWS on Sat Feb 04, 2006 11:13 am, edited 1 time in total.
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Re: GenTerra.utx

Post by Hyper »

You should take a look at Ruins. The grassy path to the arena has a few errors with the alignment of the grass+dirt textures.
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Re: GenTerra.utx

Post by DieHard SCWS »

I had a look at it, and this is simply the problem with S3TC textures that cannot be solved.

I asume you are talking about the path that has ice or water on it, almost at the start of that path theres misalighnment.


The misalignment is due to how the textures were added to the map, now its in high resolution, and that will show errors like that real quick. Basically its the same thing i adressed in the TCP forums.


The keybord sometimes is added to a map mirrored. Looking at it in low resolution, its no problem, you cannot see that at all. But in high resolution you now can actually read the characters on the keys. And in maps that have the texture inverted, you see the keys like in a mirror................


And its not really a blame on the mappers, basically all maps are created with low resolution, so i cannot put any blame there. The map i am working on with HLKChris will probably the first map ever created in full S3TC. Because every part of the map is custom made, it should not happen on that map, but still it does, you can run into things that simply cannot be solved.


Another point is, looking at the error mentioned, sometimes you cannot add it correctly, regardless how the mapper is doing its best, the texture mentioned lets the path continue in an angle, with soil like that its almost imposible to alighn that correctly. And even the SGC map i am working on, i can create a specific texture for such a problem, but still there will be places in that map, where textures will be misalighned.


Take a good look at the areana itself, all staight part there are correct, but at the places where the arena makes a bend, the texture too do not aligh, just take a rifle and go in flymode.



Those are simply limitations in the game (and not just Unreal)  :)


Apart from the story above, are you now satisfied with the grass and soil itself ? Because i have to return to the SGC map i cannot alter anything now, but yeah in time if needed it can be updated. In theory if i use a new soil and grass it can be done in one day work.



Interesting enough we have 3 different grass textures (3 colors), in time i could make the same set for the the other colors making that GenTerra01.utx and GenTerra02.utx :)


Again such thing would take 2 days in total, i am just worried about the size as far as downloads............. 2 x 150 Mb

But lets stick to the current package, let me know exactly what you think of all the grass and soil itself.
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Re: GenTerra.utx

Post by Hyper »

I had a look at it, and this is simply the problem with S3TC textures that cannot be solved.

I asume you are talking about the path that has ice or water on it, almost at the start of that path theres misalighnment.


The misalignment is due to how the textures were added to the map, now its in high resolution, and that will show errors like that real quick. Basically its the same thing i adressed in the TCP forums.


The keybord sometimes is added to a map mirrored. Looking at it in low resolution, its no problem, you cannot see that at all. But in high resolution you now can actually read the characters on the keys. And in maps that have the texture inverted, you see the keys like in a mirror................


And its not really a blame on the mappers, basically all maps are created with low resolution, so i cannot put any blame there. The map i am working on with HLKChris will probably the first map ever created in full S3TC. Because every part of the map is custom made, it should not happen on that map, but still it does, you can run into things that simply cannot be solved.


Another point is, looking at the error mentioned, sometimes you cannot add it correctly, regardless how the mapper is doing its best, the texture mentioned lets the path continue in an angle, with soil like that its almost imposible to alighn that correctly. And even the SGC map i am working on, i can create a specific texture for such a problem, but still there will be places in that map, where textures will be misalighned.


Take a good look at the areana itself, all staight part there are correct, but at the places where the arena makes a bend, the texture too do not aligh, just take a rifle and go in flymode.



Those are simply limitations in the game (and not just Unreal) :)
Okay, I understand. For the rest the testures are still looking good.
Apart from the story above, are you now satisfied with the grass and soil itself ? Because i have to return to the SGC map i cannot alter anything now, but yeah in time if needed it can be updated. In theory if i use a new soil and grass it can be done in one day work.
The soil texture is excellent and the grass is good. The grass is not as crisp as the soil, but still a good texture that's much more detailed than the original one.
Interesting enough we have 3 different grass textures (3 colors), in time i could make the same set for the the other colors making that GenTerra01.utx and GenTerra02.utx :)
New texture names? How is Unreal going to load them then?
Again such thing would take 2 days in total, i am just worried about the size as far as downloads............. 2 x 150 Mb

But lets stick to the current package, let me know exactly what you think of all the grass and soil itself.
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You have my 'ok' to continue work to your grass and soil with the samples you have. Can you still host the downloads now OldUnreal cannot provide any bandwidth anymore?
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Re: GenTerra.utx

Post by DieHard SCWS »

The soil texture is excellent and the grass is good. The grass is not as crisp as the soil, but still a good texture that's much more detailed than the original one.

What i also noticed is, that the grass texture above any other texture looks much more bothered by the LODBias.

In Advanced Settings--->Rendering--->OpenGL Support you could try a different setting.

Normaly its set to 0, but you could try something like: -0.300000 or toy around with the number somewhat.


New texture names? How is Unreal going to load them then?
Simple, those would be brandnew packages, usefull for building new maps, the release would cover both a normal and S3TC package. Basically the packages as can be found at the complete bottom of the downloadpage:
http://www.celticwarriors.net/website/TextureDatabase/S3TCPackages.htm


You have my 'ok' to continue work to your grass and soil with the samples you have. Can you still host the downloads now OldUnreal cannot provide any bandwidth anymore?
Yes, thats independed from OldUnreal, this site will also offer a mirror download. My inmediate problem lies in the follow thingy, all files are downloadable seperatelly, but theres also "starterpackages" as you can see on the top of the same downloadpage. In effect they double the amount of webspace taken by the textures. Because of that i may have to abandon those in time, for now OldUnreal will host them, if downloads are restored.
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Re: GenTerra.utx

Post by Hyper »

I played a bit with lodbias, and it was already quite otimal with my -0.1.
Higher number blur the textures and lower onws give mipmap problems at distance.

I found something more about the grass again:

It seems that the photo of the grass is not taken from straight up, but in an angle. This makes it look very well in one direction, but it looks bad in the opposite direction. Maybe you should look for one that's photographed from straight up so it looks the same from all directions.
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Re: GenTerra.utx

Post by DieHard SCWS »

Well its both, its slightly in an angle, and its lying down a bit, its not straight standing up grass.

Thats why it needs to be short, and unless theres a cool very high res grasstexture for download, because all the ones i have now, will get blurred too if i would have to multiply them to create one texture.


I guess, the smartest thing is to wait till summer, hopefully i can make tons of photos than, maybe in a footballstadium or something..................
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Re: GenTerra.utx

Post by Hyper »

Okay. Until then this one is a good alternative.
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Re: GenTerra.utx

Post by DieHard SCWS »

In the meantime i tried to make photos from treelines, but not very successfull so far (i may have one decent photo), and i know where to find such treelines, its just friggen far from me. And with my current health issues.........

But i do need to make those before the winter is over and leaves return to the trees.
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Re: GenTerra.utx

Post by Hyper »

Huh, are there treeline textures in Unreal?
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Re: GenTerra.utx

Post by DieHard SCWS »

Yes, GenTerra has 6 textures with TreeLines

Here are those TreeLines:

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Strelin1.gif[/img]

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Strelin2.gif[/img]

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Treelin1.gif[/img]

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Treelin2.gif[/img]

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Treelin3.gif[/img]

[img]http://www.celticwarriors.net/website/S3TC/S3TCTextures/GenTerra/Treeline/Treelin4.gif[/img]


I have seen maps where they were added as decoration, like a photo or painting on a wall.


If those textures are made, the package is 100% done, besides an eventual grass update. Of course if you are able to make photos that exactly match the width combined with the sky height, tree height, ground height, be my guest :)


Btw, another good reason to have the textures completelly homemade and not taken from the net, this makes sure that there can never be claims about copyright, ever........... And for this package it would certainly aply. It only needs decent grass, soil and some treelines.

:)

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Last edited by DieHard SCWS on Sun Feb 12, 2006 4:14 pm, edited 1 time in total.
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Re: GenTerra.utx

Post by DieHard SCWS »

Update on the GenTerra.utx package.


Since this package only contains grass/soil combination textures, the package has been updated completelly, all S3TC textures present in the package have been updated.


No news on the TreeLines, i was unable to make photo's last winter that even closelly resembled the textures i needed. So no new textures have been added, for the grass, its still a cool and important update :)


Heres the link:

[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/GenTerra.zip][glow=yellow,2,300]GenTerra.utx[/glow][/url]

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Re: GenTerra.utx

Post by Hyper »

The grass looks very well now. 8-)
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Re: GenTerra.utx

Post by DieHard SCWS »

The grass looks very well now.   :)

I am very glad to hear that :)

And i agree on that, the thing i did not mention was that the previous grass was terribly fuzzy to an unbearable extend lol. The new grass has virtually no fuzzyness at all.


While making the grass tilable and removing the repeating paterns in it, it did became fuzzy, but when i reduced the brighness to match it with Unreal it all disapeared magically :) And i used this trick for more textures, doing the brightness after the editing seems to work alot better than vice versa.
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