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The Exodus Project Group

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Maksim Samsonov
Maksim Samsonov

PROJECT REALISTIC TEXTURES FIXED V1.3


Affine texture mapping linearly interpolates texture coordinates across a surface, and so is the fastest form of texture mapping. Some software and hardware (such as the original PlayStation) project vertices in 3D space onto the screen during rendering and linearly interpolate the texture coordinates in screen space between them. This may be done by incrementing fixed point UV coordinates, or by an incremental error algorithm akin to Bresenham's line algorithm.




PROJECT REALISTIC TEXTURES FIXED V1.3



  • The Enhanced Resource Pack (or ERP) has been released on July 1. It's a collection of several community projects that have accumulated throughout theyears (those upscales are rather new, though), meant to significantly boost your Duke3D gameplay experience on a visual and acustic level. You might see it as a spiritual successor of the HRP, if you want.What the ERP has in store for you isn't little! You get:Neural upscales for textures + sprites (by Phredreeke and others)

  • EDuke32 indexed hightiles build (by Nuke.YKT, needed to run the whole thing)

  • Skyboxes (by Fox)

  • Voxel Pack (by the Duke3D Voxel Pack team)

  • SC-55 Music Pack (by Brandon Blume)

  • PSX Sound Pack (by Marphy Black)

Get it now on Mod DB if you haven't done so already!


  • A new Addon Compilation release after almost four years? Wow! However, before you freak out: This is NOT what youmight think or expect. I realized that most of the compilation entries would not appear in the EDuke32 launcherwhen using this with the World Tour groupfile, so I supplied a separate batch file (addons_wt.bat) for that purpose.This new version won't gain you anything if you are using the Atomic Edition - there are no new or updated addonsin this version whatsoever. There is also no need to download the entire pack again for just a few kilobytes, so I have made a small patch over at the Duke4.net forumswhich saves you a lot of time and bandwidth if you have version 3.13 installed already.And no worries: The REAL (huge!) update has not been forgotten and I am still working on it!Our nice little Voxel Pack is doing fine in the meantime. mxrtxn is currently working on Caribbean voxels which we willhopefully soon be able to use in EDuke32 without having to edit internal Voxel Pack definitions.Furthermore, we are currently thinking about retiring the old HRP and compile a new version (which would bear a different namewhich has not been decided yet) with upscaled original textures, sprites, voxels and SC-55 music. It would bemuch closer to the original artwork and might have a realistic chance of being completed within a reasonableamount of time. Also, most of the work for it is actually done already.That's all for now. Get back to work, you slacker!Updated downloads:[UPDATE] EDuke32 Addon Compilation v3.14: Added proper World Tour support

  • [UPDATE] Duke!Zone II Fixed Release v2.0.2: Sound definition fix (reverted to v2.0 state)



To the project size..........that would end up being sooooooo huge. What do people typically do to reduce the size of DAZ figure(Fbx i'm guessing cause i use Unofficial Daz to Unity bridge to export them) file size(GB/MB size). it's so huge!! So why does DAZ to Unity bridge even exist if you can't even make a realistic game. Who in the world makes a game with 3 characters? i dont think anybody would. at least 20 and that means 4GB x 20 . There goes 80GB added to your project aside from the ton size created by props and Sets that you export. Currently from my imports of bought Unity Assetstore assets(Sets and props and tools : gaia etc) and DAZ sets/environments and soon characters..right now is at 340GB size. Can you imagine if i add 200 DAZ characters!!!!!! 4GB x 200 that's oh man...800GB (+340GB = 1140GB =1.xTB). Impossible!!!!!!!!!!!!!!! I'm not a professional game maker so i dont understand these things. How would i go about it?


Some people have said since years ago, that DAZ models are not meant to be used in games, but then i've also read that people use them for games. Yet apparently it's so hard to optimize them for games. They are huge in file size etc and textures too. Should i even be using DAZ characters in Mass for games...or is it more realistic to use like 5 daz characters per Unity Game and all the others supporting characters including any NPCS and Enemies should be super low poly game ready characters obtained from some site that sells them or some site that gives them free?


In the future, the DTU Bridge will do a better job of identifying and reusing the same textures. This should help decrease some of the texture bloat caused by the DTU bridge. However, large project size is actually a problem with all Unity projects and not just ones that use Daz Studio assets. For now, you can look at my list of tips above on how to optimize Daz Studio asset sizes. Look in the Unity Forums for advice on how to optimize Unity projects in general.


But i'm gonna do all the optimization tricks you told me now, about Decimation and then Making my textures down to 512 512 because all of them are originally like 4096x4096. So i will reduce them in size using Free XNView and treplace the originals in each folder of textures in my project with the ones i convert with Xnview.


Not yet. Version 1.2 will still have Green tint for materials that use subsurface-scattering. I'll try to automatically add the Daz Skin Diffusion Profile to projects in a future Bridge version, maybe v1.3 or v1.4.


There are many different image resizing or resampling algorithms. Make sure you try them all to figure out which ones look best to you. Also, most Daz Figures come with JPG textures, and these are copied into your Unity Assets folder. However, Unity will convert these to a GPU hardware friendly format (usually DXT) when it builds the game. Be sure to read up on the Unity texture compression settings to optimize build size and image quality, and not just project size.


Tools like Polyfew MeshBaker and Prefab out and back in to make sure only have the stuff actually used (but this is all Unity will build anyway not what is actually on disk in dev project). Also can reduce texture resolution or if multiple same textures copied by daz remove them and reuse them in slots and re prefab. Daz to Unity Bridge is a material creating infinity machine, need to re-use the same ones into multiple slots on the Materials of your objects in scene and MeshBake to remove excess ones then re-prefab. Obviously LOD etc... and there's a whole lot more processing in Unity, but the point is do it in Unity and just use Daz to get a good lookingish thing into Unity and improve / optimise in Unity from there. Also, note for some of the models particularly some of the good scenery models make sure to realise that the Bridge taks the SubD 0 which can often be not very nice compared to SubD 1/2 and often not much poly difference so better to take the higher SubD and do reduction in Unity. The Bridge allows SubD 1 but not 2 to be chosen, but this choice doesn't work and it always sets to SubD0, if I like SubD 2/1 or higher and it is not a rigged model I just take it to OBJ first and back into Daz then out to Unity with Bridge/FBX, of course don't do this with rigged as OBJ doesn't support.


Texture is a visual and a tactile quality that designers work with (see Figure 3.8). Texture is used both in composition and also on the printed substrate or media space. Designers create textures for their projects with anything at hand. A texture can be made with typography, generated in raster or vector software like Photoshop or Adobe Illustrator, or by using a camera and capturing elements in the material world.


New Skin & Face Shaders + textures, aiming to improve the visual look and provide realistic skin shading for your characters. Contains zipmod + Graphics presets. This mod intended to work with Graphics plugin ONLY, which means it's won't work with DHH. Also, it supports only directional light, so you have at least one in your scene to work. 041b061a72


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  • ahri zed
    ahri zed
  • Wesley Moore
    Wesley Moore
  • Maksim Samsonov
    Maksim Samsonov
  • Thomas Anderson
    Thomas Anderson
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    Angel Mitchell
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