VOGONS


First post, by Zebius

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Great work guys, thanks a lot 😁

I see that Egypt levels are re-textured too, so only Atlantis is left. John, you are a texturing machine 😉 I think Crystal Dynamics should employ you to create textures for Tomb Raider Anniversary Edition or even for TR8. 😀

Keep up good work, all of you. 😀

EDIT: I don't know why in psvoodoo mode some of textures (all animals, Lara, fonts etc.) are missing. In psvoodoo.log I've got numerous errors:
Warning: TEXOP_PREMODULATE not supported

In OpenGL mode textures are displayed correctly, but there is a problem with ammo, medi-packs etc. visible through doors or walls. So there is no perfect mode for me now 🙁 Any suggestion?

Reply 1 of 41, by Glidos

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Can you post a log file (from a short run)? psVoodoo warns about PREMODULATE not being suported but it doesn't use it, so that isn't the problem.

With OpenGLide poke through. Make sure you have the desktop set to a 32bit color mode, and don't use any antialiasing. The problem is that for
some reason a 16bit depth buffer is being used.

What video card?

Reply 2 of 41, by Zebius

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Thanks Paul, it seems that anti-aliasing causes this problem (in psvoodoo only, OpenGL looks OK). After switching AA off the problem dissapeared. My videocard is NVidia 6600GT with latest 91.47 drivers.

I have many errors in psvoodoo.log so I attached it here, I hope it will help to track what is wrong.
EDIT:
I compared logs made with AA on and off. With AA on I have following errors:
Warning: failed to set render target for paletted texture generation
Warning: texture creation failed
These errors don't exist while playing with AA off.

Reply 3 of 41, by Zebius

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Hi, Gambit! 😀
Sorry for spamming in your thread. And thanks for the new site - it is great.
Are you going to post about it at tombraider forums? 😀

@Paul
I noticed that if some texture in high-res texture pack is missing (not made yet) like in this Cistern level, then psvoodoo (with AA on) displays grey field in that place, but OpenGL displays an old texture correctly. I don't know if this is a bug in psvoodoo or it can be resolved some other way?

Reply 4 of 41, by Glidos

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It looks as though the generation of paletted textures is failing.

What's the state of play now? With AA turned off, which version is working best?

Reply 5 of 41, by tizerist

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whats AA?

and what do you guys find looks better, openGL or psvoodoo?

Reply 6 of 41, by Zebius

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AA - antialiasing 😀

With AA turned off image quality is the same (I made some screenshots and compared them) but in OpenGL mode I can see items through walls, so psvoodoo is better.

With AA turned on psvoodoo is unplayable because of those "lacking" textures. They appear very often, even if I hit 'esc' button I get grey background and no fonts are visible. It seems to happen irregularly, sometimes in the same place there are lots of grey places, sometimes (after loading the same savegame) - less.

I will make more tests tomorrow.

Reply 7 of 41, by Gambit37

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Do you get the same problems with textures from different artists?

Reply 8 of 41, by tizerist

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oh of course, anti-aliasing.

PS the new site is absolutely wicked, gambit. I bet you're glad you've passed that hurdle now. This has soooo much potential.

Reply 9 of 41, by Zebius

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Gambit, I read your post and tried all of packs with psvoodoo and antialiasing on. I tested few different levels with each pack.

Result:
Packs made by you and Quest work OK - no artifacts.
Packs made by John and Antonijadis display artifacts.

Reply 10 of 41, by Gambit37

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Weird. I tried it here and it seems OK.

Could you possibly post up a 3 screenshots of the same location (maybe caves?) -- one each for JC, Quest and myself. I need to see the difference in artifacts because I have a feeling the way the PNGs are saved might cause a problem.

Reply 11 of 41, by Zebius

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I was just playing again and noticed that with JC pack first level is textured OK, but the game crashed at the end of that level, artifacts start in 2nd level (grey rectangles instead of plants on the ground etc.). I will come back with screenshots in the morning.

EDIT: OK, here are the screenshots from City of Vilcabamba using 3 different texture packs. Sorry that they are dark, PrintScreen doesn't care about gamma setting. 😉

Last edited by Zebius on 2006-10-17, 07:22. Edited 1 time in total.

Reply 12 of 41, by Zebius

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The same place with Gambit's pack:

Reply 13 of 41, by Zebius

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Quest's pack:

Reply 14 of 41, by Zebius

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And here is a load screen in the same level using John Capon's pack:

Reply 15 of 41, by Zebius

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I tried different Glidos settings and found that these artifacts appear only when Mipmapping is enabled (in Glidos). There are no artifacts when mipmapping is disabled, but image quality is a little poorer, especially while moving I get impression that all background textures are "floating".

Any ideas how to correct this issue?

Reply 16 of 41, by Kaminari

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Zebius wrote:

all background textures are "floating"

That's a limitation of the original engine, which is especially noticeable with those high res textures. Mipmapping reduces the size of the distant textures and makes them look less detailed -- but on the other hand, they're more filtered and "stable".

Maybe Paul has an idea of what causes mipmapping to generate such artifacts on your card. In the meantime, look in your Forceware settings for a mipmapping option. I can't quite remember (I have a Radeon now) but I think you can tweak the quality/performance of the mipmap filtering. Give it a try and tell us what it does.

You could also try disabling mipmapping in Glidos and boost your AA, AF and multisampling (transparency antialiasing) to the max.

Reply 17 of 41, by Glidos

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From the log file it looks as though its 8bit paletted textures that are the problem. So maybe the packs that show up the problem are using 8bit.

So is it only the case where AA and mipmapping is on that you see the artifacts?

Reply 18 of 41, by Zebius

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Glidos wrote:

From the log file it looks as though its 8bit paletted textures that are the problem. So maybe the packs that show up the problem are using 8bit.

Yes, it may be a reason, AFAIK NVidia dropped support for 8bit paletted textures long time ago (there are some topics about it even at this forum). So changing those textures would resolve it or is it necessary to change Glidos engine?

Glidos wrote:

So is it only the case where AA and mipmapping is on that you see the artifacts?

Yes, I can see them only with AA and mipmapping enabled.

Reply 19 of 41, by Glidos

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Its not that psVoodoo is trying to use 8bit palettes. psVoodoo has a fast way to generate 32bit textures from 8bit ones, used in the case that the card doesn't support it. That generation is failing.

I would NOT suggest changing the textures. The artists should be free
to use palettes. psVoodoo needs fixing at some stage.

Presumably, running with AA off isn't too bad in the interim.