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id1 fo lyfe 
 
https://github.com/mxgmn/WaveFunctionCollapse

I wonder if this could be used to create quake textures... say, put in a 64x64 grass or rock texture and see if it can produce a usable one that is 128 or 256 with less obvious repetition. 
Here's Another One 
Filter Forge

https://www.filterforge.com/

I titted around with this a few years ago and made some pretty great stuff. Definately worth looking at if you want to use algorithms to make textures. 
Well, That's Nifty 
 
 
I made a series of brick textures that all started from one of the Spiral Graphics images. You can see many of them in the Wish13_ screenshots at Quaketastic 
#28208 
Here's the answer.

How well does it work on higher resolution assets like grass?

In short, badly. For high res inputs you want to use not this algorithm but something like texture synthesis.

(copying the comment from HN):

"Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis.

WFC and texture synthesis serve similar purposes: they produce images similar to the input image. However, the definition of what is "similar" is different in each case. If you have a high def input with noise (like realistic rocks and clouds) then you really want to to use texture synthesis methods. If you have an indexed image with few colors and you want to capture... something like the inner rules of that image and long range correlations (if you have an output of a cellular automata, for example, or a dungeon), then you want to use WFC-like methods."
 
Substance Designer Is My Weapon Of Choice 
In Substance Designer you can create nice procedural tiled textures. Here are some old tests:
Procedural bricks
Downgrade preview - Hi-res to 64x64

I'm using it currently for my Snowy WAD. Modifying original textures to be covered in a snow:
Example set
Same set but as a gradient

Nodes:
All nodes view
One texture section 
Hell Yeah 
that's rad. That snowification seems to work pretty well.

Ultimately, I'd prefer having the talent/discipline to work pixel by pixel. But I don't have that, so alternative methods like this are pretty sweet. 
Substance Abuser Is My Designation Of Choice 
Sorry... couldn't resist the wordplay. Me likey the snowy texies! 
Kingpin 
Did anybody here ever actually play Kingpin? It gets mixed reviews generally, but the GOG Back to School sale has it for $3.99

I was just debating whether to get it.

Lot's of games at good prices there. It ends sometime Sunday. 
 
Imo it's a good game. Has good atmosphere and few interesting mechanics like followers, who You can hire and they will fight by your side. Sometimes gameplay is getting too hard, but I have good memories in overall.

So... Go get it!

...and if you like cool mechanics get Messiah too. 
 
Haven't played it since then but I have fond memories of this game.

Messiah looked interesting too but I never was able to run it on any of my systems. 
Kingpin 
is a very nice game. 
Hey 
Should we create a Netradiant thread with the links provided by ww in the mapping help thread? 
 
Should we create a Netradiant thread

Yes please. Now that someone has decided to carry on developing that editor it would be nice to centralise the posts, and hopefully bring it to the developer's attention. One real obvious feature it could do with is support for valve 220 texturing. 
Ok Then 
I created a thread for NetRadiant...mind you I'm not terribly experienced with it so others please chime in with your input over there
I Just Played... 
... the Orl Maps from 2006.

Some good stuff and some err... not so good (some decidedly dodgy brushwork in a couple of places). Played on Normal and got thrashed, played on Easy and did a little better. But overall, a good romp with some difficult set pieces and some c-r-a-z-y textures.

To be honest, I simply didn't understand the Pie Room. I managed to eat them all but still got eaten myself. 
Kingpin 
I tried to get into it a few times, but always stopped right at the beginning - when you get your first gun and it feels a bit like using the pistol to fight mid-to-high-tier monsters in Doom. 
#terrafusion Quotes Out Of Context Go. 
<cardo> yes, spoiler alert: I am onetruepurple's ass skin 
Dwere 
Yeah, the first gun sucks major ass, but it gets better when you have more firepower. 
Question 
I'm reading through this article, and seeing stuff like this:

"The time I spent at id was a revelation to me. It was the first time I had ever seen a team of highly talented, extremely creative individuals at work on one project. I found it absolutely irresistible."

"when I saw the group at id, I realized that I was aching to work with other people � people whose artistic visions and abilities would give me a daily jolt of awe and inspiration."

"I knew they had licensed the Quake engine, which was the only technology that really interested me. I couldn�t understand why someone didn�t take the best engine they could get, namely Carmack�s, and use it to tell fantastic first-person 3D stories. Needless to say, when I finally got a look at what Valve was up to, I felt an immense cosmic click." 
 
In a few different ways, Valve finished what id Software started and abandoned.

1) Good level editor - Hammer after acquiring Worldcraft
2) Taking single player story telling and taking what Quake did and extending to new heights. (Half-Life for starters, ..)
3) Taking multiplayer and extending it to new heights .. Counter-Strike ---> Team Fortress 2 ---> CSGO
4) An integrated store with user ids and built-in accounts, with options to purchase more stuff --- Steam, obv.

id Software went the other direction, boiling Quake deathmatch down to a pure "bots"/multiplayer direction ---> Quake 3 Arena.

id went to the simple route, Valve went the diverse route.

id Software is a ghost of what it could have been, Valve maximized what it could become to the limit. 
 
I think what "killed" id was really the creative loss they suffered around Quake, to be honest. Carmack drove the company in a very technical direction from that point on, and I think the real legacy since has been the technology they produced. Q3A may have been barebones, but the id tech engine for that game went on to power a good chunk of the industry, even to this day. (Call of Duty, as far as I know, is still built on top of the codebase they started with, which was id tech)

I think what's hurt them now is the expanded requirements of gaming. Competition is rougher, and engines need to do more and do it better as well. Newer id techs just don't grab as many eyeballs as they used to, and the licensed engine business has been dominated by a few core companies, none of which are id. 
Mankrip 
What was the question?

This seems like a cool article, thanks for the link. I had no idea Laidlaw had worked @id. 
#28230 
Oh, I forgot to remove the title before posting.

I couldn't formulate the question. 
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