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Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Tue Jul 28, 2020 2:26 pm
by pipfromslitherine
"Usually"!!!1111!!!!!

;)

It looks like the alpha saving is using 0 or something as the criteria. I am guessing that if you tweaked the alpha channel to a higher threshold (e.g. anything under 0.5 became zero) you would see the expected result. But to be honest if alpha works for you then great, with the caveats I mentioned.

Cheers

Pip

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Tue Jul 28, 2020 3:25 pm
by mazex
Paul59 wrote: Mon Jul 27, 2020 9:08 pm
Inspired by what you and toska have done with the crops, I made my own version using my ancient but faithful old version of Paint Shop Pro 7.
Got some feedback in the Modding thread for my TexMod that your great Panion map did not look OK with my mod, so I had to add the ME to TexMod and fix some SE textures as you do a good mix of them in that map.

Have a look here - viewtopic.php?f=492&t=100101

And regarding this:
pipfromslitherine wrote: Mon Jul 27, 2020 8:02 pm DXT1 can have either non-alpha or single-bit alpha (which is just colour keying by another name) - it depends on internal flagging. It is much more performant than alpha blending, which needs a readback and can't be zbuffer skipped. I believe the standard gfx grass uses DXT1.

Cheers

Pip
I just don't have that option in Photoshop with the Intel TextureWorks plugin. If I want alpha BC3 /DXT 5 is the "lowest" version I can select. See below:

I get the 4 bit DXT1 option if I only save color without alpha:
Image

But if I select color+alpha I only get the options below and have used the top one for maximized compatiblility
Image

But I see no artifacts at all with the ones saved as BC3 / DXT5 - but maybe people with other GPU:s might?

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Tue Jul 28, 2020 4:35 pm
by Paul59
Thanks mazex,

You might want to check that my official scenarios from the Age of Belisarius, Rise of Persia, and Wolves at the Gate DLCs still look good with your terrain mod. I used the same technique of mixing terrain sets on many of the eastern scenarios, Chach was even a mix of all three!

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Thu Jul 30, 2020 8:37 pm
by mazex
Paul59 wrote: Tue Jul 28, 2020 4:35 pm Thanks mazex,

You might want to check that my official scenarios from the Age of Belisarius, Rise of Persia, and Wolves at the Gate DLCs still look good with your terrain mod. I used the same technique of mixing terrain sets on many of the eastern scenarios, Chach was even a mix of all three!
Agreed that Chach is "the full monty" - did some tweaking of the NE textures mainly to get it as good as possible without making other maps suffer.

The screens might look rather similar below - to see the differences, download the screens to the same folder and use the Windows image-viewer and click arrow-left / right to see the differences...

Original:
Image

TexMod:
Image

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Sat Aug 01, 2020 6:37 pm
by PDiFolco
Gimme gimme gimme :D
Any possibility to dl the modded files somewhere ?

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Sat Aug 01, 2020 7:20 pm
by Adebar
PDiFolco, you might check this thread:

https://www.slitherine.com/forum/viewto ... 2&t=100101

Re: Easy graphic improvement of herbs and fields (with photos!)

Posted: Sun Aug 02, 2020 11:17 am
by PDiFolco
Adebar wrote: Sat Aug 01, 2020 7:20 pm PDiFolco, you might check this thread:

https://www.slitherine.com/forum/viewto ... 2&t=100101
Ok thx, got it !
Didn't realize this thread was related to Texmod ... :roll: :D