Detail Texture difference

Hey Dani, I realized just now that your detail textures are showing up differently in build 427 than they did in build 364. They don't look right at all. Daniel Norton's detail textures are working fine now, but the one's you released a long time ago are showing up differently when comparing build 364 to 427. You can download the detail textures you released long ago here:
http://filebeam.com/093d0e382ce98911b87b7bdc7564c00f

Here are some screenshot comparisons.

Dani's Detail Textures in build 364, Doom2 map 01:
http://i6.photobucket.com/albums/y226/l ... L-1old.jpg
Dani's Detail Textures in build 427, Doom2 map 01:
http://i6.photobucket.com/albums/y226/l ... L-1new.jpg

Dani's Detail Textures in build 364, Doom2 map 20 (the first door right in front of you when you start):
http://i6.photobucket.com/albums/y226/l ... L-2old.jpg
Dani's Detail Textures in build 364, Doom2 map 20 (the same door):
http://i6.photobucket.com/albums/y226/l ... L-2new.jpg

Obviously, something is wrong here. Maybe the scaling is incorrect?

Comments

  • Hey Dani (or Skyjake), I thought this bug was fixed? I just now launched Doomsday using Dani's Detail texture pack, and they are messed up just like the screenshots above. I'm using build 591. Detail textures appear as a pixelated mess, instead of sharpening up the textures like they should.
  • The bug was indeed fixed. The problem is that the detail textures themselves haven't been authored correctly and consequently, the engine is performing a re-balancing process on them. If you enable verbose logging you'll see just how much the engine is having to stretch the lighting values to get them into the correct range. Of course, such an automatic algorithm is never going to achieve great results if the original image data is so lacking.

    The only way to remove the "pixelated mess" is to take them into image editor and fix them by scaling the lighting values properly, by hand.

    Edit: Here, try this version - Detail Textures HQ. This is a new set of detail textures I started work on a few months back but never got around to finishing. Give it a go with Ultimate DOOM.
  • DaniJ wrote:

    Edit: Here, try this version - Detail Textures HQ. This is a new set of detail textures I started work on a few months back but never got around to finishing. Give it a go with Ultimate DOOM.

    Thanks, those detail textures do indeed look better. What is unfinished?

    Is the detail texture view distance different in build 591? I think I remember being able to see the detail textures from across the room before (which I actually started to enjoy), and now it seems they disappear when I walk away from a wall. Is there any way to increase the view distance?
  • The pack itself is unfinished, not all materials in DOOM have detail textures defined/drawn for them. Plus all of the textures still need some fine tuning.

    There is no difference with the detail texture view distance in build 591. It hasn't changed in a long time. There used to be a maximum distance cvar for detail textures but that hasn't worked since the system was re-implemented using mipmapping for distance blending. We plan to make that configurable again at some point but haven't gotten around to it yet.
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