Import Store remake

More
2 years 11 months ago - 2 years 11 months ago #321 by Slippery Jim
Import Store remake was created by Slippery Jim
Copy-Cat and I have teamed up to produce a remake of the Import Store map from Swat 3.

Below is a "work in progress" video of the map running in Swat 3. For the sake of the video the AI are turned off so I wouldn't get shot at while capturing the video.

The main purpose of the remake is improve the exterior outside the store. Back in 1999 when Swat 3 was first released video cards couldn't handle a very high polygon count. The developers were forced to make compromises to keep the frame rate up. Modern video cards are multiple times faster and so I thought it would be fun to revisit the map.

All the textures that you see in the video are standard Swat 3 size of a maximum of 256x256 pixels. I also will release a Last Resort mod version that uses much higher quality textures.

The video also highlights some issues with the Swat 3 engine (lighting and fuzzy textures). If anyone has anyone has suggestions how to fix this please let me know. The problems are shown about the middle of the video.

https://youtu.be/76KPxhOYZbk

Highly recommended you go full screen when watching (1080p HD at 60fps):

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago #322 by DarkSynopsis
Replied by DarkSynopsis on topic Import Store remake
Does increasing the texture size reduce the fuzzy textures? imagine SWAT is taking care of the mipmapping itself? so creating a higher res texture might increase the size of the lowest mipmap? I don't know much about mipmapping so don't know if that would even work, could be the lowest size is the same no matter the max size.

Maybe look into seeing if anyone ran into similar issues with other games that used Worldcraft? Half-Life, Quake?

Can't say I've ever noticed that effect on standard SWAT maps, distance does not even seem that far.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago - 2 years 11 months ago #323 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
I wondered the exact same thing about the larger texture. Should be an easy test to do tomorrow because I have the larger textures already on hard drive.

The lighting getting brighter as you approach the wall pisses me off. I know that Swat 3 used the technique of distance objects going darker instead of the typical fog that games use. Very frustrating.

There are some lighting settings that I always wondered what they were for. With func_solidref entities you can choose "smooth angle", "smoothing ambient" and "smoothing dir/light". I have never read anywhere what those things do.

PS: forgot to mention in the top post that those buildings across the street aren't done yet. Only a few are somewhat done.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago #324 by DarkSynopsis
Replied by DarkSynopsis on topic Import Store remake
dgVoodoo also has a "No mipmapping" setting, I know its not really a solution since that doesn't fix SWAT itself but might be worth trying, imagine it would force the texture to always be using the max size.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago #326 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
Great suggestion.

The other thing I want to check is my settings with the Nvidia driver. There are a lot of custom settings you can force when it runs the Swat 3 executable but I can't recall if I messed with them on this machine. Will need to look.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago - 2 years 11 months ago #328 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
I ran a few tests.

  • My Nvidia control panel settings were all set to default for Swat.exe and changing them didn't seem to affect the blurry texture when distant issue. I assume dgVoodoo has taken control over most of the settings.

  • Changing the "no mipmap" settings in dgVoodoo didn't help. Changing "force bilinear filtering" and "force linear mip filtering" didn't help either. Probably hard coded into Swat 3.

  • I noticed on the Convention Hall map that there were texture blurring depending how much the texture was stretched. Swat 3's level designers were careful to generally stick with tiling textures over large surface rather than stretching one over a big area.

  • Going with the theory that a larger texture gives less blurring I bumped up the resolution of some of the trouble textures in the Import Store remake map. Yes, the blurring was still there but it was much better.

Conclusion: the amount of blurring depends on how much the texture is stretched on a surface.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago #329 by DarkSynopsis
Replied by DarkSynopsis on topic Import Store remake
Does .TGA vs .BMP make a difference?

Guess you could split up the surface to prevent the issue? would mean more polygons within the map but since we don't need to aim for the machines SWAT use to run on it really shouldn't be an issue with hardware we have now.

Please Log in or Create an account to join the conversation.

More
2 years 11 months ago #330 by Slippery Jim
Replied by Slippery Jim on topic Import Store remake
Not sure if .tga behave different than .bmp files. Haven't explored that aspect.

The only problem is that we haven't figured out how to hack .tga image sizes like we have with .bmp files. We are stuck with 256x256 with .tga files.

As for splitting up the geometry yup that is a good idea. I used that technique actually in the LA city skyline that you see down the alleyway. The texture is on 2 boxes so that I could use two 256x256 .tga files side-by-side.

Please Log in or Create an account to join the conversation.

Time to create page: 0.161 seconds
Powered by Kunena Forum