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override textures assets bugs #211

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xDShot opened this issue Apr 15, 2022 · 8 comments
Open

override textures assets bugs #211

xDShot opened this issue Apr 15, 2022 · 8 comments

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@xDShot
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xDShot commented Apr 15, 2022

hvy_dr* override textures appear to been exported with wrong scale so they are cropped

Examples of hvy_dr3_2.tga and it's alpha mask:
image
image

@xDShot
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xDShot commented Apr 15, 2022

How it looks in game with rtx:
Screenshot from 2022-04-15 14-39-39
Screenshot from 2022-04-15 14-39-47

opengl with stock texture:
Screenshot from 2022-04-15 14-45-27

@res2k
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res2k commented Apr 15, 2022

The high-res textures were originally sourced from "Quake 2 XP", maybe the issue was inherited from there.
But at least in their latest release the textures look correct:
https://www.moddb.com/mods/quake-2-xp/downloads/q2xp-1269-covid-edition
Unfortunately, I'm not sure if you can just drop in those files or if some additional processing was done on them (at least the filename are slightly different).

@xDShot
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xDShot commented Apr 15, 2022

Manually throwing albedo from the pack appears to fix
Screenshot from 2022-04-15 15-37-05

@xDShot
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xDShot commented Apr 15, 2022

Do you know what these alpha masks do exactly?

@res2k
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res2k commented Apr 15, 2022

If I read the shader code correctly, in Q2RTX:
"base" texture RGB -> albedo
"base" texture A -> roughness
"normalmap" texture RGB ->normal
"normalmap" texture A -> "metallicness"

Q2XP differs in that "base" texture A actually seems to be the "height" for parallax mapping (which Q2RTX doesn't do) and the roughness is in a separate texture (_rgh file).

@res2k
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res2k commented Apr 15, 2022

Q2XP differs in that "base" texture A actually seems to be the "height" for parallax mapping (which Q2RTX doesn't do) and the roughness is in a separate texture (_rgh file).

This actually suggests an explanation for the issue you've found:
In the Q2XP textures "base" and "roughness" maps have a different resolution.
Perhaps the merging of base and roughness was done by some script which didn't dealt with the dimensions difference by cropping to the size of the smaller image, instead of upscaling to the larger size.

@res2k
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res2k commented Apr 24, 2022

@apanteleev Do you know what kind of processing has been applied to the Q2XP* textures?
Is there perhaps a script that could be (re-)run on the textures?
Beyond the differences in filenames/channel meaning from the comment above there seem to be differences in content - e.g. I noticed some _light maps to have different overall brightness compared to their Q2XP counterparts.

Currently I'm curious because Q2XP also comes with a couple of texture updates for rogue and xatrix ... it would be interesting to use those available. (I still want to play them with Q2RTX...)

And of course there's perhaps the possibility to fix some artwork issues (as outlined in the initial report).

*) I'm assuming the textures are originally from Q2XP since notice.txt mentions Q2XP and it's updated texture most closely match those Q2RTX comes with.

alex-leleka pushed a commit to alex-leleka/Q2RTX that referenced this issue Jan 24, 2023
alex-leleka pushed a commit to alex-leleka/Q2RTX that referenced this issue Jan 24, 2023
From: Andrey Nazarov <skuller@skuller.net>
Date: Tue, 31 Aug 2021 10:23:34 +0300
Subject: [PATCH 362/396] Calculate MD3 model bounds on load.

Fixes NVIDIA#211.
@apanteleev
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The door textures are fixed in the texture pack that comes with the 1.7.0 update.

For the processing that was done on Q2XP textures, I think there was some script, but I can't find it. After the initial import, many textures were edited manually.

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