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Penumbra Collection HDTEX Mod - WIP/WID - wabo - 06-12-2012

Hi everyone,

first post and first thread! I've been toying with Penumbra textures since I tried the demo. I've found that despite game look "good" and many of its flaws are due to low-poly models and most of the texture work is at 512x512 or even below that. 1024x1024 sources gives an important boost to the overall look (and also takes a huge hit in performance, but that's other problem) but I found HPL1 doesn't get on well with bigger sources... I would want to know if its possible to "unlock" the game engine easily (custom user mod, config files or official patch). If its possible, I would care to find good enough resources for 4096x4096 (which is ÜBERGOOD) but if not, I'll just concentrate on 1024x1024 resources (easier to do but "worst-looking").

I checked this http://www.youtube.com/watch?v=Yr-9zjdKNuw but again, I find trouble using anything above 1024.

EDIT: Ok, I checked I probably messed it up changing res when I tried with the demo. Sigh, my fault. I found it supports 2048 but not 4096. First 2048, second glitchy 4096.

[Image: d0179.jpg] [Image: eVK3U.jpg]

EDIT2: I'll begin to work on 2048, I guess.


RE: HPL1 texture res limit 2048? <-- EDIT - Googolplex - 06-14-2012

Yes, engines are limited in supporting texture size.
2048x2048 works perfectly, I changed some textures for fun some years ago.
http://www.neoseeker.com/news/15503-penumbra-high-quality-texture-mod-on-the-way/


RE: HPL1 texture res limit 2048? <-- EDIT - wabo - 06-14-2012

(06-14-2012, 05:05 PM)Googolplex Wrote: Yes, engines are limited in supporting texture size.
2048x2048 works perfectly, I changed some textures for fun some years ago.
http://www.neoseeker.com/news/15503-penumbra-high-quality-texture-mod-on-the-way/
Sad news Sad

I saw that. You don't plan to finish it, do you?

As I said, I changed some textures a while ago for fun but sources were copyrighted. I'm creating my own sources, as soon as news rise al post it.

The good: I hope to end the job... someday. Before september if possible.
The bad: I haven't even beaten the game once lol. First I'll get through, then I'll change everything. However, looking into the folders I've already spoiled me XD.


RE: HPL1 texture res limit 2048? <-- EDIT - wabo - 07-02-2012

I'll try to stick to devs art-style, but sometimes it's impossible or "inadequate" (ie the original locker had a "vent" in the front of the door... but weirdly, not in the back. I've fixed it) . Working on 2048x2048, note I just changed:



boat_barrel.jpg


boat_woodtable_bump.jpg


boat_woodtable.jpg


boat_locker.jpg


boat_lockerdoor.jpg





Quite annoyingly some of the textures are spread across models and textures folders. Locker and its door uses the same bump as furniture one so bump and spec are still 512. Some models use similar textures in different locations... if something fits "as was" I'll just use the same texture (or change the properties of the .mat, depends on my mood the day I'll do Big Grin ), if not I'll made a new one or modify the existing. It depends on the context.
[Image: CZUNk.jpg]

Oh! Noticed the jacket has some issues. Is a flat texture in the wall and a texture applied to a model, so you can see "double" if in the right spot. Same applies to other textures, I'll probably turn texture model into "invisible", change "the flat" and cross fingers hoping illumination doesn't unveil the trick or find a way to avoid loading the model (faking a .dae? I'll comment on that) or just leave it as is (last option).

I would like to highlight the original job with the walls of the boat, look much more sharp than the resolution of the textures suggest.

Consider the image a sneak peak, but still WIP. As always, when everything is in HD everything fits better. However, some bugs or "oddities" ar due to problems in the geometry itself so I can do little to nothing there. I wanted to rise the polycount of some extremely simple objects but it would take an inmense amount of time that in the here and now I'm not willing to spend. I.e. the table was all wood in the original but with HD textures looked really bad so I changed its legs and made 'em iron Big Grin

PS: Some scenarios take much more time than others so expect an inconsistent progression of the mod. Boat, particularly, is a hard one. Many wood surfaces which are "easy" in low res but specially tricky fitting HD resources. Damn bed...


RE: HPL1 texture res limit 2048? <-- EDIT - wabo - 10-05-2012

Hi everyone (again)!

I expected to finish the mod in September so, as expected, it isn't even close to it! XD

Jokes aside, I recently got back to work or I should say "wanted to". First, I wanted to change the workflow. In the here and now, I was changing textures by hand guessing which part where and manually testing one by one loading the game, a extremely time consuming process. So? I've downloaded the tools for HL1 on Windows but I'm stuck with compatibility issues. Tools just don't work at all (well, load but freeze when something in "3d" is supposed to take place). I don't know if is my computer problem, a compatibility issue or a bug. Anyway, I just wanted to let you know I'm back at work with the previous and time consuming workflow.

I'll be doing everything from scratch with Gimp, avoiding some issues I found the first time related mainly with my poor knowledge of how to handle texture work. Also, I want to expand my database of materials and get through the whole game first. In a month (?) I expect to post new updates on this regard.

I wish you find my work useful (whenever it gets out) and encouraging to replay this wonderful games in all its 2048 glory XD

I'll be posting updates and samples, so check back soon!


RE: HPL1 texture res limit 2048? <-- EDIT - wabo - 10-10-2012

For the sake of lulz (no) I tried to open the models with SketchUp. Can I? Are locked in a certain way?


RE: HPL1 texture res limit 2048? <-- EDIT - plutomaniac - 10-10-2012

what models? The collada .dae files? These do not open with such tools


RE: HPL1 texture res limit 2048? <-- EDIT - wabo - 10-11-2012

(10-10-2012, 03:39 PM)plutomaniac Wrote: what models? The collada .dae files? These do not open with such tools
Yep, Vista previa (sorry, don't know how it's called in English) in OSX allow me to see and rotate 'em, glitchy, but I can. SketchUp is supposed to load .dae files but won't load Penumbra's. Making an educated guess... Do I have to use Blender?

My intention was to replace directly, if possible/if in the mood/if time constrains let me, some very basic models that are a huge pain in the ass. My knowledge of 3D modeling is close to zero (more in the low than in the high) so SketchUp was the best choice.

- Pic showing OSX failure (it doesn't happen in Lion, only in Mountain Lion) --> https://twitter.com/guabho/status/256171538527694848/photo/1
- dae is displayed as "Locked" in Vista previa but in it's properties says it's unlocked --> https://twitter.com/guabho/status/256171383187456000/photo/1
- SketchUp problems (I) --> https://twitter.com/guabho/status/256173138809872384/photo/1
- SketchUp problems (II) --> https://twitter.com/guabho/status/256173224570789890/photo/1

PS: Thanks in advance for your time


RE: Penumbra Collection HDTEX Mod - WIP/WID - plutomaniac - 10-11-2012

Blender I guess, maybe some option in the program you use might need to be changed or maybe the files are read-only? I cannot really help anymore on this. Try blender if the above fail.


RE: Penumbra Collection HDTEX Mod - WIP/WID - wabo - 10-12-2012

(10-11-2012, 04:17 PM)plutomaniac Wrote: Blender I guess, maybe some option in the program you use might need to be changed or maybe the files are read-only? I cannot really help anymore on this. Try blender if the above fail.
Locked means "Read only" in OSX so I guess I'll give a try with Blender. Luckily, it'll able me to open and "fix" the problems so models can then be used in SketchUp. Is not the first time I've heard such errors (ie file X created with a program, then open in another program and save to let other program open it... all the time the same filetype).