[Open Assets] SRB2 - Community Build! - Full color Edition! (PNG)

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I still don't know why you made a PNG exe only.


You know, in a forum, you usually read at least the last few pages of a topic before making a post. Please try to READ topics before you try posting in them. Your question was already answered:

For PNG stuff:
  1. It makes adding textures easier for people who make mods for this game
  2. It allows people to make transparent textures - as in have something like a transparent glass image that stays see-though in game
  3. It allows people to make larger textures without having to do the extra work of splitting up things into patches
  4. No more color restrictions for high quality images
  5. Converting ALL the textures just makes it easier to edit and manage them because now people don't have to use a set range of colors or worry about adding a palleted bitmap image that's in the wrong color format(palette). This allows people who make textures and graphics to focus more on the art itself rather than fight with the low color range.
Here's an example showing how much more detail you can add when you switch from palletted bitmap to PNG.

Dithering_example_undithered_web_palette.png


^ This is the kind of poorer quality image that often occurred when you imported a high-color texture with the old image format. If you wanted to make it look better, you'd have to manually re-color the image yourself.

Dithering_example_undithered.png


^ Full color quality is preserved in the game now, so now levels can have more varied looks and richer color quality overall.

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And even if you still don't understand - if you read the posts about the PNG version - it's made for modders only right now, so if you don't make levels or mods for this game, the PNG version shouldn't even matter to you(no offense).
 
I'm not going to argue whether or not you consider it a "mockup".

You're missing the point - How was the image itself made?

Even if you already thought it was so obviously a mockup, the original post had a tone of it just being a test anyway:

Chill, dude. I think the horse is dead.

What's with the consistent light level for non-lit areas?

Vertex colors. I think that's even how SRB2 does it.

How is the sky fullbright? What lightmapper could I use that gives results like that?

www.delgine.com can create such a scene. I actually use it, which is why it jumped out at me.

Anyhow, so you were using a pixel shader? That's pretty cool, actually.
 
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Final srb2cb.wad released!

FINAL SRB2CB.WAD RELEASED!

This release comes with 1021 ported textures. No duplicate textures, no color loss, sorted by name, true color format, clean and 100% done.

If you find something out of place, report me please.

(EDIT: remember, animated textures are disabled in the current EXE release)

Installing: just download the attached file below, extract and replace the old srb2cb.wad, and start SRB2CB up.

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EDIT: Important fix

I've just discovered a bug I wasn't aware of: if the first texture is ~PIT, this texture is not rendered at all.

Fixed and reuploaded.
 

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Sorta not what you working on currently, but would it be possible to have SRB2CB used a .dat called "Md2cb.dat"? instead of the same as vanilla?
 
Kalaron, I don't know if this question was ever quite resolved. Are you still planning on coding slope collision for FOF's? Or did it just turn out to be a ridiculously immense job that you didn't want to slave over?
 
Sorta not what you working on currently, but would it be possible to have SRB2CB used a .dat called "Md2cb.dat"? instead of the same as vanilla?

Or, SRB2 EXEs should have variables that allow us to set which cfg files the EXE should use:

CONFIGFILE <file name.cfg>
MD2DATFILE <file name.dat>
....

@Kalaron:

I'd like to know if should I post bug reports and extension requests now or these would disrupt your job. Maybe you're concentrated on something now.
 
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If you have any kind of suggestion, don't be afraid to post it here, I don't have any specific order that I work on stuff for.

Realize that now I'm working on a bunch of entirely different projects outside SRB2 stuff, so the focus on this is actually rather minor now. Any motivation I have now to add in features comes from people who are actively using this, so if you really want to see a feature, post some cool screenshots of what you're working on and then I'll be much more motivated to help you with what you're working on :)

For FOF stuff, it's just a matter of tedious copy-paste slope checking code across scattered bits of the code, I'm not exactly excited to do that though, someone show me some cool use of sloped FOFs that they want to do and I'll think about smoothing the collision stuff.

Renaming the config file and md2.dat file to configcb.cfg and md2cb.dat? That's no problem

Basically: If you show me what you're actually wanting to use X feature for, I'll be more helpful with adding it, if it's a feature that's cool just to have and never gets used, then I won't be as motivated to add it in. Don't mean to be rude or anything, that's just honestly how it is.

Oh, and by they way:

More than 200+ community made textures

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011

(Just replace srb2cb.wad with this new one)

I think it may need just a little cleanup(Ezer.Arch, where are you? ;) ), there were some more cool community textures that could be added to this that weren't converted because of the multi-patch thing

Marble garden, casino, emerald hill zone, city, Egyptian themed and many more categories of textures are in here, not all community textures were converted, so there's still some more textures floating around that can be added to this


Feel free to add new submissions to this texture/graphics pack; sprites and high color texture submissions are always welcome! (Anyone remember that shiny CEZ texture that was in the suggestions topic? Since there's no pallete restriction, the author can contribute that if he wanted to, plus any other textures in the suggestion topic can be posted here as well!!)
 
That's fair enough, Kalaron. I'll be sure to send you some images once I get this project under way. It's next up on my SRB2 project lineup. Just so happens this one I'm working on now is a big one, so it might be a month. :x

Rest assured though, I can't wait to get started on it!
 
Is it possible to do pushable sectors? It'd be a nice feature that could open a lot of possibilities for gimmicks and secrets.
 
Is it possible to do pushable sectors? It'd be a nice feature that could open a lot of possibilities for gimmicks and secrets.
Expanding on this, do you think it's possible to make a polyobject or FoF that's position or height respectively is controlled by any user-defined Thing on the map?
 
I need to know...
On my computer, SRB2CB goes a little slow, And I was wanting to if you would try to make it to my speed... If that is okay with you...
Mostly I don't get why it goes slow on my computer in the first place...
 
Do you seriously expect him to be able to fix your problem without even knowing what the problem is in the first place?
 
>_>

It doesn't even have anything to do with patience. As long as nobody knows what is causing the problem, it can't be fixed.
 
*Facepalm*
Im saying that my computer is slow (Low ram and slow processor)... Did you expect me to get a version that can get my speed, NO! So I wouldn't get an answer yes.... Thank you and Im out...

EDIT: I should THINK before SPEAKING!
 
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The sarcasm was lost in translation...
I didnt need a reply from anybody... *Sigh* I need to calm down...
[/my post is useless]

I don't need to keep getting replies of "It was sarcasm"... Thats what I keep getting from some of this forum now... And I went back on this forum 7 weeks ago...
 
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