Freelancer HD Asteroid Pack
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THX Robocop but… It’s for member only.
Future release : Bumped Tiles for Ice asteroids. Frag Asteroids and minable are already in preparation.
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1024x1024 is the max i would go…
the textures look familiar and the originals did not have such a high resolution so you practically did not gain a better look with raising the resolutionnext to that do some graphic cards cause errors with too high texture sizes and the asteroids are pretty small objects actually
sizing them down does not reduce the quality but for sure improves the compatibility and performance
the uv mapping indeed is crap… but like already mentioned it result of the original mapping which we can not change (at least atm)… for original FL it was good enough
even if you would edit the texture trying to make it fit it would have negative effects on the other faces of the roid. -
You can download it HERE
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2048 is overkill. The reason you’re seeing the texture as blurry has nothing to do with how big the texture is. It could be 8192 and still be blurry. FL’s already filtering the texture down at 2048 for 99% of the roids you see. Unless it’s in your face, the 2048x2048 resolution is wasted.
I can understand not redoing the UV’s since they’re a pain, but I don’t think such a high resolution is necessary.
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I understand now! 20482048 use too much resources for the engine to get a really good filtering. In 10241024, filtering will be better?
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it at least wont look worse
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Hi
Thankyou for that Freestalker.fr,Ive got the pack now.
Regards
Vardek -
Very nice.
Ty 4 sharing.
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I’ve made Mipmaps, if I set my resolution to 1024800, shall it use 10241024 mipmap or 2048*2048 one?
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that clearly depends on your distance to the object
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I don’t even think that 1024x1024 textures are really necessary. Most of the time you spend in an asteroid field you are either flying through, running, or hunting enemies. they are not the places you stay in to look around and enjoy the scene as it often is with planets. I think that to make them look good, the textures should be kept as much a pattern as they were before (so the UV map imperfections aren’t that apparent - unless one looked closely, they were basically invisible in vanilla), and keep them just so large that the value is still above the cost (which is at max 1024^2).
as a matter of fact i experienced that playing with the lighting in the game adds much more detail and beauty to the overall looks of freelancer than any hd texture pack i applied. indeed, unless comparing original to new, with the hd textures, i wouldn’t even notice a difference at all (not the planets, the hd planet pack does indeed make some, barely noticeable difference).[/my2cents]
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I’m really confused about the fact I want to keep these textures to 2048 and reduce the size of them. You all give me the same advice. I want to follow it but there are many GPUs and I don’t want to reduce the details for Big GPUs owners. My idea is to make different resolution texture pack according to your tastes and GPU capacities.
I will make a new thread to know what kind of GPU you have. I will make a comparison with mine.
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what you probably misunderstand is that the texture resolution has nothing to do with the resolution that the players use.
even with mipmapping the large resolution is being displayed on low-end machinesbut probably thats not even the point…
how about this:
you create a 2048x2048 texture for an asteroid… make a screenshot… and then reduce the texture size to 1024x1024 and take another screenshot
compare them and check if there are significant quality differences -
If the asteroid does not use a size of 2048 x 2048 of your screen then the texture will always be shrinked to the size displayed. Its fore sure better to have bigger textures that are shrinked down than smaller textures that are enlarged. In later case you will see fragments and pixels - which is not good. As asteroids usually are small and you spent ahm a few seconds to look at them in game you will not make recognize the huge and brilliant texture.
You put a lot of effort into this. And most wont recognize it unless they play FL just to see asteroids
I would even say for asteroids a texture size of 512 x 512 is big enough and i believe you wont see much of a difference to a 2048 x 2048 texture…
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There’s a simple trick to do to understand. Take a sheet of paper and make a small grid of 1x1cm squares, then put it 100m away from you. Can you distinguish the squares?
That’s basically what you’re doing with 2048x2048 textures: each pixel is far too small to be seen, so the resolution is wasted. Unless you’re always stopping to watch the asteroids from a meter away, it’s unlikely you’ll see the details. You could downsize them to 1024 or even 512 and make more people be able to benefit from your work
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I have tested and you have entirely reason! it’s daylight robbery! No! it’s awesome, it implies that Freelancer engine and texture filter are really better than video upscales! Now I can reduce the number of pixels! I can’t believe my eyes! But I believe uniquely what I see.
THX to have advised me of that! I will give you a credit in the next release.