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 Post subject: Re: Doom alpha models
PostPosted: Mon Sep 19, 2016 3:48 am 
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pechenko121 wrote:
maybe it's just me but all textures have rather low size


might depend on what you set your quality settings to. I of course set it to ultra. and got the 16384 x 8192 textures as pictured.

Also don't be confused that each square is a texture, it's not. it's only 128x128 block of a texture. you have to find all the parts and re-arrange. Mip-maps are also present in the top half of the image, which are very, very tiny versions of the whole texture. but of course those mipmaps should be ignored.

For example:
Image

The block outlined on the right is a mipmap of the whole hand texture, so it's all fit into 128x128.

But the block outlined toward the center is most likely a small part of a finger of the same texture, but at full rez. you'd have to find all the parts and assemble them to make that original texture.

Also I should probably point out each block has 2 pixels of overlap from it's expected neighbors around the edge, the blocks are actually only 126x126

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 Post subject: Re: Doom alpha models
PostPosted: Mon Sep 19, 2016 7:41 am 
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volfin wrote:
pechenko121 wrote:
maybe it's just me but all textures have rather low size


might depend on what you set your quality settings to. I of course set it to ultra. and got the 16384 x 8192 textures as pictured.

Also don't be confused that each square is a texture, it's not. it's only 128x128 block of a texture. you have to find all the parts and re-arrange. Mip-maps are also present in the top half of the image, which are very, very tiny versions of the whole texture. but of course those mipmaps should be ignored.

For example:
Image

The block outlined on the right is a mipmap of the whole hand texture, so it's all fit into 128x128.

But the block outlined toward the center is most likely a small part of a finger of the same texture, but at full rez. you'd have to find all the parts and assemble them to make that original texture.

Also I should probably point out each block has 2 pixels of overlap from it's expected neighbors around the edge, the blocks are actually only 126x126


Oh gosh, thats gonna be pain in ass "stiching" all this little pieces together.
But thank you for your discover, right now its the only avaliable method of getting textures


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 Post subject: Re: Doom alpha models
PostPosted: Wed Sep 28, 2016 8:27 pm 
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I've read a lot of things on this texture problem but this seems to be the closest we can get as of now.
Does anyone have all of the texture tiles ?
If so we could just dump them here and start stitching them together.


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 Post subject: Re: Doom alpha models
PostPosted: Mon Oct 10, 2016 8:12 pm 
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I bought a new video card GTX 1060, she supported the Vulkan.

I wanted to try it RenderDoc, but it does not work why?


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 Post subject: Re: Doom alpha models
PostPosted: Wed Dec 07, 2016 2:07 pm 
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Is there any news about getting textures?


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 Post subject: Re: Doom alpha models
PostPosted: Wed Dec 07, 2016 6:07 pm 
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pechenko121 wrote:
Is there any news about getting textures?


nope. the Renderdoc method is probably as good as it's ever going to get.


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 Post subject: Re: Doom alpha models
PostPosted: Wed Dec 07, 2016 6:42 pm 
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volfin wrote:
pechenko121 wrote:
Is there any news about getting textures?


nope. the Renderdoc method is probably as good as it's ever going to get.


oh alrighty then. Have to hope for somebody to assemble this chunks together


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 Post subject: Re: Doom alpha models
PostPosted: Thu Dec 08, 2016 5:43 am 
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Have you heard the news of the game Denuvo removed. Now you have to find someone who will be able to learn the source code .mega2


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 Post subject: Re: Doom alpha models
PostPosted: Fri Dec 09, 2016 4:57 pm 
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If you stitch two tiles together, they overlap by 8 pixels on each side. If someone can code a program to take this large sheet and auto-stitch the tiles by comparing those 8 pixels, that might work. For example, you can take tile A. You want to stitch a tile to the top of tile A. The program takes the 8 pixels on the top of tile A and it looks for 8 pixels on the bottom of every tile on the sheet that match. Then, it places those tiles together repeatedly until no more matches are found.

With every tile on the sheet though, this would take a very very long time. By hand, you can get some smaller mipmaps done pretty easily:

Image

Image


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 Post subject: Re: Doom alpha models
PostPosted: Sat Dec 10, 2016 10:01 pm 
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I restore them manually.


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 Post subject: Re: Doom alpha models
PostPosted: Thu Dec 22, 2016 8:29 pm 
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The problem I have, exported in fbx model, is not read texture, help.

That is as it should be: https://s30.postimg.org/6gtrl32sx/caster.jpg

But that kind of nonsense I have: http://i.playground.ru/i/31/32/11/20/pix/image.jpg


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 Post subject: Re: Doom alpha models
PostPosted: Thu Dec 22, 2016 9:17 pm 
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SporeAltair wrote:
The problem I have, exported in fbx model, is not read texture, help.

That is as it should be: https://s30.postimg.org/6gtrl32sx/caster.jpg

But that kind of nonsense I have: http://i.playground.ru/i/31/32/11/20/pix/image.jpg


you posted the same thing on the Facepunch thread about doom, it was answered there, read the thread and you will have the answers.


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 Post subject: Re: Doom alpha models
PostPosted: Mon Dec 26, 2016 4:07 pm 
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Why RenderDoс does not work, I ran it through Steam RIP as you said, but it was no use.


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 Post subject: Re: Doom alpha models
PostPosted: Mon Dec 26, 2016 6:11 pm 
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Works for me and everyone else. you must be missing some step.


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 Post subject: Re: Doom alpha models
PostPosted: Mon Apr 10, 2017 4:12 pm 
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Megatextures are solved. Research progress and tool will be posted here viewtopic.php?f=18&t=16112



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