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  #76  
Old 2016-10-29, 23:19
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Thank you! You did a great job with the textures, far better than i could imagine. I will get a screenshot out with it in action today!

Now normally i would add a brown background to the whole of the atlas, so that the ground also has some kind of coloring. I wonder if there is a cleaner way to avoid this. Far as i know the color of the ground in LBA 2 was achieved through palettes right? If this is the case, i wonder how i would go about achieving the same thing in Unity.
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  #77  
Old 2016-10-30, 03:34
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Right now im too tired to actually go into detail about the result, so i'll try to keep it short.

Old: http://i.imgur.com/pOQi4LV.png
New: http://i.imgur.com/mmVc0NZ.png

As expected, it all tiles more nicely, and prevents bleeding of other textures. The blur adds a nice smooth look to most textures, although personally i think the grass doesn't really need it. At least the edges of it.

The old textures are double the size in comparison to the new ones, 8k vs 4k. So the new version doesn't look as clear or sharp. Just something worth noting.
Other than that i think it's a clear improvement. Thanks again Jasiek.

I'm really excited to see what the specularity/normal maps can achieve!
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  #78  
Old 2016-10-30, 10:57
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Ok there's clearly some space for improvement here still. Need to make the kerbs tile better, and the grass doesn't tile. I'll see about that. The grass alpha needs to be painted so it's not so smooth I think.

Your old ones where 8k? Whoa boy Somehow I thought they weren't...

EDIT:

Since it's impossible to make the main grass tiles tile not only left,right,up,down but also when rotated around...it's impossible to make the side pieces always fit the main grass, so the side ones will tile with each other, with corners, and some sides of the main grass piece - we'll still have seams there, albeit less
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Last edited by Jasiek; 2016-10-30 at 13:22.
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  #79  
Old 2016-10-30, 13:37
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Quote:
Originally Posted by Jasiek View Post
Ok there's clearly some space for improvement here still. Need to make the kerbs tile better, and the grass doesn't tile. I'll see about that. The grass alpha needs to be painted so it's not so smooth I think.

Your old ones where 8k? Whoa boy Somehow I thought they weren't...

EDIT:

Since it's impossible to make the main grass tiles tile not only left,right,up,down but also when rotated around...it's impossible to make the side pieces always fit the main grass, so the side ones will tile with each other, with corners, and some sides of the main grass piece - we'll still have seams there, albeit less
I find it interesting that the original terrain texture doesn't tile all that well either, when it works great in the original game. Would this not show that there is something wrong with unity itself, rather than the textures?
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  #80  
Old 2016-10-30, 13:40
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Actually the textures where unfiltered and pixelated, so you wouldn't see any of it - it was quite forgiving.
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  #81  
Old 2016-10-30, 13:42
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Originally Posted by Jasiek View Post
Actually the textures where unfiltered and pixelated, so you wouldn't see any of it - it was quite forgiving.
That makes sense. So basically we find ourselves in the conflict of old LBA technology, and the fancy gaming features of today?
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  #82  
Old 2016-10-30, 14:22
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Yeah, here's some fixes on the tiling:

https://drive.google.com/drive/folde...G8?usp=sharing

Stuff like the flowers take the grass from specific parts of the main grass tile, but I'm not sure where the little stone on grass takes grass from, or where should it fit in, same for the 2x1 piece of straight kerb with grass, or the bottom right one, which seems to be two types of grass cut at a 45 degree angle, and the two pieces of rock on grass - if you see any of them somewhere in the map give me a screenshot so I can fit it in.

The bith with a corner piece of grass on colourfull pebbles still needs work I guess...
The 4x4 flowers seem to have had the same main grass, but slightly lighter, no idea about that...
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Last edited by Jasiek; 2016-10-30 at 14:31.
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  #83  
Old 2016-10-31, 11:45
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Putting this info here in so everyone knows:

After redoing the textures so that they tile correctly, fixing the UV's for the entire citadel island, there's no way to properly tile all the textures because of how the atlas and the original UV's where made.

The only way for a good, clean look across all surfaces is to make a few new atlasses (or do away with the atlas altogether) and redo the UV's so stuff fits.

The old way they made things, with unfiltered, very small textures made it look seamless, with upscaled ones this is impossible to do while having any sort of detail in the images.
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  #84  
Old 2016-11-01, 16:16
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I'd like to chime in for the "color temperature-discussion" from the previous page:
Maybe you could try two different color temperatures for the directional light and the ambient light. (directional light towards orange and ambient towards blue)
Reason is that direct sunlight has a warmer temperature than blue sky or clouds surrounding it, so that's why shadows cast by the sun should appear more bluish. I liked the warmer look from your render (and agree, that the look suggests "golden hour"-time) but it looks strange because the shadows are so warm as well and that doesn't match the blue sky overhead.

This is just a photographers POV, so I don't know if it's practical or even possible, but this understanding of daylight and -shadows has helped me a lot planning shoots in the past ;-)
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  #85  
Old 2016-11-01, 16:49
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It's normal lightning is a hard thing to achieve.

It's actually the hardest part in cinematography.
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  #86  
Old 2016-11-03, 17:37
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i did some minor visual tweaks, like stronger and warmer colors. tried adding some blue ambient light. but im not sure if it actually worked on all shadows.

http://i.imgur.com/sokD8mv.png
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  #87  
Old 2016-11-03, 22:04
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I like it a lot. It's still very cartoon-like due to the flat shadows and strong saturation but more balanced with the color temperature.
In my opinion the colder shadows work best in the garage and (to some extend) under the bridge.
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  #88  
Old 2016-11-04, 16:39
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I think it's better!
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  #89  
Old 2016-11-20, 06:31
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New Update


?
?

* Game now has two additional scenes, Desert Day and Desert Night.
* Added a noclip camera, accessible through the "N" button.
* A new lightning configuration, producing better and more realistic results with negligible performance impact (loading times are however increased).
* Small texture tweaks, and an improved version of the citadel terrain. Small visual changes overall.
* Pause screen
* A hidden twinsen
* Sandstorms and shit

https://github.com/realmevx/LBA2HD/releases

Bugs are to be expected. If anybody find something, just tell me about it!
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Last edited by Darkflame; 2017-02-08 at 10:31.
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  #90  
Old 2016-11-20, 18:12
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A w e s o m e
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  #91  
Old 2016-11-21, 00:29
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Maybe a bit too cartoonish now ?
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  #92  
Old 2016-11-21, 00:41
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Maybe a bit too cartoonish now ?
So you prefer the previous look, rather than the more vibrant/saturated current one?
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  #93  
Old 2016-11-21, 02:02
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Made some screenshots of my new update, hope you enjoy them!

http://imgur.com/a/lQDSx
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  #94  
Old 2016-11-21, 10:05
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Yep, I definetly prefer it like this '
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  #95  
Old 2016-11-21, 13:17
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Love it!!
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  #96  
Old 2016-11-21, 16:56
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Looks even better. Maybe having a look directly at the grass color and modify it for something less brighter. btw after my phantasmagoria stream yesterday I've played the unity build. People enjoyed it
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  #97  
Old 2016-11-21, 18:26
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Looks even better. Maybe having a look directly at the grass color and modify it for something less brighter. btw after my phantasmagoria stream yesterday I've played the unity build. People enjoyed it
Thanks for streaming it. I need to find a balance for the brightness, that's for sure.
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  #98  
Old 2016-12-15, 06:26
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Keep the work and updates going on
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  #99  
Old 2016-12-17, 02:40
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I've made a poll for people who might still have interest in this project, to decide on what i should prioritize. http://www.strawpoll.me/11892311

I do this knowing that i probably won't get much of a response. But if a few people do respond i'll get to implementing the most popular feature.

And if next to nobody responds at all, i'll probably reconsider the future of this project as a whole. There would be no point to continue a project people no longer care about.
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  #100  
Old 2016-12-17, 06:51
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Quote:
Originally Posted by MevX View Post
I've made a poll for people who might still have interest in this project, to decide on what i should prioritize. http://www.strawpoll.me/11892311

I do this knowing that i probably won't get much of a response. But if a few people do respond i'll get to implementing the most popular feature.

And if next to nobody responds at all, i'll probably reconsider the future of this project as a whole. There would be no point to continue a project people no longer care about.
This needs to make the frontpage now
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