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Photorealistic Zone 2

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  01:16:26  21 August 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Photorealistic Zone 2

So, to keep things short,

K10 texture mod is dead, and i started a new texture mod, improving and expanding on PRZ. I wanted to name it PRZ2 because I'm both improving and expanding on the original pack made by Argus.

Sure, i'll rename it if anyone is either against the title or it's already being made, but for now I'm liking the title and I made a pretty neat logo

Please tell me what you think about the screenshots (they're outdated, so keep that in mind) And any kind of feedback is appreciated

Screenshots:
http://www.moddb.com/mods/photo-realistic-zone-2/images

Homepage:
http://www.moddb.com/mods/photo-realistic-zone-2

Newest Intro Article:
http://www.moddb.com/mods/photo-realistic-zone-2/news/photo-realistic-zone-2-announcement
  21:48:25  21 August 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Great idea, bro, and lovely screenshots.

But one question: Why has something that is already photo-realistic to have a version 2? I mean, argus' mod was already really great, and this title you're using suggests that yours will become even better. Will you be able you deliver that "promise"?
  23:46:01  21 August 2012
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
Great idea, bro, and lovely screenshots.

But one question: Why has something that is already photo-realistic to have a version 2? I mean, argus' mod was already really great, and this title you're using suggests that yours will become even better. Will you be able you deliver that "promise"?
---END QUOTATION---


really please dont do it. Its argus work.

if somebody would swap in and create an aliVe II mod i would be pissed. Thats not nice you know.

This is nothing against your skill just about beeing nice to each other.

what about textures paradise?
  00:14:51  22 August 2012
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
Messages: 990
Well it looks good. K10 Vision has some really impressive textures so I look forward to more work from you.
  00:53:21  22 August 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
08/22/2012 1:01:05
Messages: 1890

---QUOTATION---
Well it looks good. K10 Vision has some really impressive textures so I look forward to more work from you.
---END QUOTATION---



Thanks man, I have to admit K10 was a bit flawed, I learned a lot from it and hope to make PRZ2 something even more mindblowing.

---------------------------------


---QUOTATION---
Great idea, bro, and lovely screenshots.

But one question: Why has something that is already photo-realistic to have a version 2? I mean, argus' mod was already really great, and this title you're using suggests that yours will become even better. Will you be able you deliver that "promise"?
---END QUOTATION---



Indeed, it looked great, matter of fact, it still does, but I use ... well I don't want to say "better" textures(They are a tad bigger tho), but I cover more than Argus did back in the time, where as he only edited the creatures and structures side of the mod, nothing else. (I explained this in my latest blog, 3rd link from the 1st post)

And I think with my experience now I will be able to manage this just fine, it indeed is a big project, and the pressure is big because I already claimed it would be LA compatible, but I think with the knowledge and experience I have i'll be able to live up to the people's expectations. I'm aiming to create mindblowing textures for STALKER, and with that in mind ill aim for only the best, recreating each and every single texture in game in better detail. That's why I called it Photo Realistic Zone 2, I want to surpass v1.

---------------------------------


---QUOTATION---

really please dont do it. Its argus work.

if somebody would swap in and create an aliVe II mod i would be pissed. Thats not nice you know.

This is nothing against your skill just about beeing nice to each other.

what about textures paradise?
---END QUOTATION---



True, I can totally understand that, but I chose this title because of many reasons, one, to both honour Argus and his work but also expand on the previous project. Like I said to Meltac, and now to you, I explained the name of the project in the article. Argus, sadly, quit modding stalker a long time ago, many big time modders did, many will follow the same path, even I one day will stop modding stalker and move on with something new, refreshing etc. etc. But, in my case, I'd be more than honoured if someone expanded on PPx3, made a PPx4 or recreated one of my mods, in a better, modernized fashion.

Two, people are familliar with the name, plus I'm using his contents (and Cromms) so using his name will (for the older stalker fans) trigger their curiosity to check out the mod. I am aiming with PRZ2 to both enhance and expand on the stalker atmosphere. Now I come to think of it, with cromms work in there I could name it Photo Complete Zone Or Complete Realistic Zone. But for me, it's the nostalgia* that counts. [*I think I chose the wrong word here but IDK for sure]

Plus,

I checked Argus his mail trough his site, I think it's his old email though. But I also have BAC-9FLCL's email who is IIRC still in contact with Argus(he now has another name), Sky4ce, Barin etc. IDK for sure, but if you insist on it, ill personally email Argus to ask him if I can use the name

--

And, Alive II, yes, I get where you're coming from, but, you're still in the game, you're still modding, so it indeed would be weird if someone else made A2. But if you were gone, I personally wouldn't mind.

Bottom line, if it's better, why care for the name, it's about the content That's why I personally loved LURK, everyone hated on Holden, while LURK indeed was one of the top notch mods out there with SC2009. The name only created a hype, maybe "Unnamed Texture Pack" will suffice
  02:59:20  22 August 2012
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BAC9-FLCL
Senior Moderator
 

 
On forum: 04/10/2007
 

Message edited by:
BAC9-FLCL
08/22/2012 3:06:01
Messages: 8995
Checked the screenshots on your moddb page, wanted to point out some issues.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_14-03-46_l12_stancia.jpg
^ Never add layers like these to textures used over large surfaces, it ruins the look with all that repetition.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-40-53_l11_pripyat.jpg
^ First of all, normal map of this tile is not even matching the pattern from diffuse map. Second, this normal map has an overwhelming amount of cavities and small noisy details, which, as you can see on the right part of the screenshot, gives an unpleasant look when lit under this angle. Leave most of the tile surface flat to create neat low/high frequency detail contrast. Play with slight tilting of tile surfaces to get rid of artificial look after that. And tinker with specular map especially if you need to spend the resolution somewhere, you can have awesome scratch and dirt detail on it.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-40-53_l11_pripyat.jpg
^ Same screenshot, different topic: ceiling concrete. Frankly, this normal map is of an unacceptable quality. It's just noise, monotonous and lacking any kind of character. First of all, lower the contrast, so that side lighting won't produce black shadows and impression of huge bumps. Concrete is usually smooth, with some amount of small cavities and "pores" for high-frequency detail, and elevation differences for low-frequency detail. Make it a bit hilly and sloppy, but still sharp, without tons of cracks and noise - and it will look awesome. Also, paint texture needs work too, it's too intensive and looks noisy under this lighting.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-55-05_l11_pripyat.jpg
^ No, paint of that color was never used there, and it never decays like that. Aim for something like that: http://imgur.com/a/jX8fp#0

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_14-04-37_l12_stancia.jpg
^ Now that's proper normal map for concrete. See how well large surfaces play with detailed cracks and pores? But, by the way, the brick material above has a normal map completely mismatched with the pattern present on the diffuse map. Needs to be fixed.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-45-42_l11_pripyat.jpg
^ Noisy concrete again.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-15-28_l11_pripyat.jpg
^ Appropriate normal map seems to be absent there, even though the diffuse texture on the wall depicts large chips of paint protruding from the surface. It's one of the cases where a good normal map can greatly contribute to the scene, I'd recommend not to pass on it.

http://media.moddb.com/images/mods/1/20/19369/ss_kevin_04-01-12_13-13-38_l11_pripyat.jpg
^ Get rid of that white spot, it harms the scene by making the tiling too obvious.

***

Also, whenever possible, replace diffuse textures completely. If you have a good photo texture, use it. It will bring some interest to the scenes, because many old GSC textures are beaten to death and lost any charm years ago after everyone saw them repeatedly for so long.

***

Some general advice:

1. High resolution is in many cases pointless waste of memory. First of all, check the surface area used in texture mapping for that material. 2x2m or less? Keep 512x512, 1024x1024 at most. Second, make sure you have some idea of how to utilize high resolution well. Filling it with noise or tiled detail layer overlay is a sin, never do that. Answer to yourself why can't you just use an additional detail texture for the definition you want. Also, 4096x4096 is never justified. Never.

1.5. Normal maps in high resolution are extremely expensive, exercise double caution there. Consider using 1024x1024 normal maps for 2048x2048 textures if that will be enough to portray the surface. Or 512x512 for 1024x1024. It's not just memory that you're using, GPU will have a hard time working with enormous normal maps. One 512x512 normal map is already using more drawcalls and processing power than 1024x1024 diffuse texture will.

2. Always keep in mind that idea about low/high frequency contrast. Good texture consists of both large monotonous areas and areas of small, dense detail. Never cover anything with grease, rust or leaks monotonously, it ruins the look: only apply that locally.

3. Remember about specular texture (red channel of the bump texture), it is extremely important for the look of your textures, some times more so than normal map itself.

Good luck.
  19:08:55  22 August 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
08/22/2012 20:07:33
Messages: 1890
I was already wondering when you'd pass by With this thread title I'd suspect you posting here.

And, most of those issues have been fixed in a very direct way I lost the textures due a HDD failure. I am working of my previous textures, I luckily managed to get most of the textures back by downloading a patch for PPx, but I lost months of work, inverting the stupid normal channels stalker uses etc. All that's left are screenshots

But ill get to it the upcoming weeks! Thanks back, And i still kept your first 3 emails, Ill study them and this post thoroughly

--

EDIT:

So I started remixing some textures, using SHoC / CS / CoP textures and mixing them together.

I usually create the diffs in 2k x 2k and size them down. I leave the Normals / bump / spec on 1k x 1k as sizing down will decrease quality.

This is my first example, I'd appreciate it if someone could point out anything about the skin, diffuse, bump or spec. (in this order )

Vanilla brick texture [briks_dirt_01]

http://media.moddb.com/images/mods/1/20/19369/briks_dirt_01.png

My brick texture [briks_dirt_01]

http://media.moddb.com/images/mods/1/20/19369/briks_dirt_01_new.png

I hand-painted the cracks on the lower concrete, as well as the ambient occlusion under the bricks. I got that from this tutorial:

http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing

--

Another texture improvement

The original tiles, in sids bunker! Look, the old one:

http://media.moddb.com/images/members/1/366/365208/crete_floor4a_old.jpg

And my improved new one:

http://media.moddb.com/images/members/1/366/365208/crete_floor4-new.jpg

I have to say that i'm pretty proud of myself xD
  20:49:50  22 August 2012
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
After seeing this, it reminded me of Priboi Story 2, when russians without asking dezowave just released it
  01:23:47  23 August 2012
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BAC9-FLCL
Senior Moderator
 

 
On forum: 04/10/2007
 

Message edited by:
BAC9-FLCL
08/23/2012 16:57:45
Messages: 8995
Now these look good. I'd lower the brightness on specular between the bricks, but otherwise these textures look solid.

Just be warned though, this brick texture is not only used for lower parts of walls, but also upside down to emphasize dirt and decay under roofs, steep facade elements, etc. So, that concrete strip you've introduced can look quite out of place on some buildings.
  17:05:06  23 August 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Now these look good. I'd lower the brightness on specular between the bricks, but otherwise these textures look solid.

Just be warned though, this brick texture is not only used for lower parts of walls, but also upside down to emphasize dirt and decay under roofs, steep facade elements, etc. So, that concrete strip you've introduced can look quite out of place on some buildings.
---END QUOTATION---



Yeah indeed, It's kind of a hassle to search for the textures in-game. I do have the SDK installed and with that I check the textures from the houses (like the cordon start village etc.) But my biggest problem here is tiling.

These screenshots show what I mean:

http://www.moddb.com/members/iloner1/images/tiling-pita#imagebox
http://www.moddb.com/members/iloner1/images/tiling-pita1#imagebox

You see how the sizes differ etc :\

The tiles do look nice!

http://media.moddb.com/images/members/1/366/365208/ss_kevin_08-22-12_19-36-05_l01_escape.jpg
 
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