Posted: 29 Dec 2009, 03:18
lol, pleghm. Everything looks good so far.
Highly informative and interactive forum for the R/C Racing Sim PC game Re-Volt by Acclaim.
https://www.tapatalk.com/groups/ourrevoltpub/
https://www.tapatalk.com/groups/ourrevoltpub/viewtopic.php?f=12&t=1295
Yes and you can download it hereI didn't realize you had a patch for this already.
Great to see another KompoZer user. Anyway, your site looks much more elaborated than mine (but I'm a really beginner in HTML and all that stuff )Me too, I use KompoZer as well. Haha, You're probably the only other person besides me in the community that does. Take a look at my site if you want.
I was so angry when I discovered the rst's tools to see that he would not release them to anybody, that I promised myself not to do the same thing . I think it's a shame, as I'm sure he's happy to use tracks and cars made by people who share their work to anybody (but I don't know the reasons why he acts this way).Hmm. At least you actually release your work, unlike *cough* rst *cough cough cough PHLEGM!!*
i actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.jigebren @ Dec 29 2009, 01:06 AM wrote: It has nothing to do with a real black color: instead of black, it could have been any color (as I said in a post above).
I did a Brightness +1 on some of the cars, because I saw this mistake too, but thanks for the reminder. Will bilinear do the job better?jigebren wrote:@urnemanden
Same sort of glitches in your files. Notice that when you use bicubic filter, it can create what is called 'Overshoot' (see wikipedia here), which can create unexpected black areas in the texture (I think you'll find them on the image below). And all these unexpected areas will be rendered transparent in the game.
i actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.
I think the same. Unfortunately, it's was not the choice of the revolt developer. I believe I could change this black color to pink in revolt, but it would really break the compatibility with existing textures (which would all need to have their black pixels filled with pink). It's probably not worth the pain...I typically use pink ("magenta") as my transparent background color of choice in any kind of graphical work I do. Its not typically a color that people will use, and it stands out very well.
I didn't checked all your textures, but brightness +1 is fine. AFAIK, bilinear won't create this mistake, but it will look too smooth.I did a Brightness +1 on some of the cars, because I saw this mistake too, but thanks for the reminder. Will bilinear do the job better?
Not possible. I'm not working with the source code, just patching the exe, so every little change is a pain to implement.Isn't that easier to make the patch detect when a car/track is original or not ? Maybe simply by checking the bmp size...
That's true. But if my resizer tool is working fine (still in development), it should at least increase the smoothness of the edges between transparent and non-transparent area.(Because you will never get any improvement simply by scaling an image up with an algorythm, the only way is to make a new one...)
I understand. The space taken by the original texture bmp goes from 52MB to 208MB (size*4), due to bmp's uncompressed format. But, sincerely, who really cares about 200MB on his harddrive today? It doesn't even represent a month of personnal pictures from my camera...Of course it is possible to scale textures and having a 3D result as good as the original, but as you said : "filesize*4"...
It's not really for nothing, but you're are free...Sorry but I don't think I'm gonna use this patch if re-volt folder's size is growing so much for...nothing !
Thanks, KW.Anyway, good luck for this project
exactly.Aeon @ Dec 29 2009, 06:42 AM wrote:Its not typically a color that people will use, and it stands out very well.
good point KW.Isn't that easier to make the patch detect when a car/track is original or not ? Maybe simply by checking the bmp size...
Instead of making 512*512 for the thousand of custom content there is all over the internet... (Because you will never get any improvement simply by scaling an image up with an algorythm, the only way is to make a new one...).
Good job! You wrote the resize tool exactly how I wanted you to.jigebren @ Dec 29 2009, 07:36 PM wrote: @human
Sorry, I think we have posted above at the same minute .
Another announcement:
I've released a complete pack of resized original (stock) textures. You can download it here.
Tell me what you think about it.
If you find artifacts, or stuffs like that, please specify the resolution you're running revolt at, and the filtering used in revolt display option.
I do ! No, just kidding. Anyway, think that because of the amount of custom creations available, I think most people will have to deal with more than 200MB...jigebren wrote:I understand. The space taken by the original texture bmp goes from 52MB to 208MB (size*4), due to bmp's uncompressed format. But, sincerely, who really cares about 200MB on his harddrive today?Of course it is possible to scale textures and having a 3D result as good as the original, but as you said : "filesize*4"...
You could just make an image with nothing where it's supposed to be transparent, and add a layer under it with that pink color.human wrote:I actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.
Nice, their so much greater than my own bicubic re-sizements!jigebren @ Dec 29 2009, 07:36 PM wrote: Another announcement:
I've released a complete pack of resized original (stock) textures. You can download it here.
I'm aware of this nice project.zagames @ Jan 1 2010, 08:49 PM wrote:Hey jig, I have a question for you. Would like to work on a complete RV engine rebuild? We've started a project over at RV Devs to work on this daunting task. Any help would be appreciated. Check it out sometime. Thanks,
Zach
I'm glad to hear that.Good job! You wrote the resize tool exactly how I wanted you to. smile.gif
(Seperating the black pixels into a different process.)
For the automated fashion part, photoshop would do that fine with the help of a script. But the hard part is to find what to do in this script.I just didn't know how to do this in any image editor in an automated fashion.
Rick Brewster wrote: "Smooth" is just a bilinear resampling (triangle filter).
In order to do the math correctly, however, you need to work with the pixel centers. Basically, add 0.5 to the dstX/dstY, then translate to the srcX/srcY, then subtract 0.5. Otherwise you'll have all sorts of confusing issues with "black borders" and no amount of fudging or kludges will really fix it all.
Also, the Move Selected Pixels tool has some fixes coming in v3.5.2. So does Image->Resize.Code: Select all
for (int dstY = 0; dstY < dstHeight; ++dstY) { double srcY = (((dstY + 0.5) * srcHeight) / dstHeight) - 0.5; for (int dstX = 0; dstX < dstWidth; ++dstX) { double srcX = (((dstX + 0.5) * srcWidth) / dstWidth) - 0.5; ... normal bilinear sampling kernel goes here ... } }
As far as automation or batch processing, that isn't currently possible with Paint.NET.
Not sure it can helps, but thanks anyhow.Hey jig, I am not sure whether this might help you or not, but I just got a reply from Rick Brewster:
Exactly, but I edited it out because I found out that they actually were re-sized. It seems like the skymaps is some sort of exception in the Re-Volt code you've modified? I have no idea, but it looks like a so-called internal re-size.Jig is saying: wrote:I some of you have tested my 512 textures pack, I think there is a problem with skymaps. I have to check out if my patch allows 512x512 skymaps, as it seems it doesn't.
Urnemanden, perhaps that the reason why you talked to me about missing resized skymaps, isn't it?
Funny, I think it's a strange coincidence.Weirdly enough your patch is also saving me from sound lagg that occurs when the FPS in-game is below 70 on my laptop. I just drove my old track, Bone Island (24-75 FPS), without any trouble at all.
Thanks, MOHive recently remade some 512x512 textures for my zonda and OMG its amazing, really good job here, amazing what can be done... great job so far
I think no.urnemanden @ Jan 2 2010, 05:22 PM wrote: Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?
Nice one, krisss. I would just wish that track zone 1, 2 and 3 was increased in size - Nothing is indicating where you can take the corner at sharpest degree.krisss @ Jan 2 2010, 06:06 PM wrote: I say: " Thanks, jigebren!!!"
Patch is wonderful and I have made Midnight-volt (my newest track ) for this patch...
Download track clicking here!
Unremanden, does it means there is no crash problem anymore?urnemanden wrote:Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?
EDIT: Perfect! It works just fine on my lappy. biggrin.gif
Quickly tested. Seems to work fine, but I fear I've broken my car in the stairways .krisss wrote:I say: " Thanks, jigebren!!!"
Patch is wonderful and I have made Midnight-volt (my newest track smile.gif) for this patch...
What do you cleary mean, Aeon? I mean, I supllied the resized skymaps in the 512 textures pack and the patch was updated...Aeon wrote:I forgot all about sky maps. Those would be great to have resized!
My short edit was a notice towards the skymap, sorry for confusing you. Alpha 0.3 & 0.4 makes Re-Volt crash if the selected level is containing 256x256 textures as main bmps. Please take a look below the specifications I gave you in a previous post:Jig wondered: wrote:Urnemanden, does it means there is no crash problem anymore?Jig Quoted me: wrote:Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?
EDIT: Perfect! It works just fine on my lappy.
Me in a previous post wrote: - Level Name: Toys in the hood 1 (Nhood1)
- Re-Volt Version: 1.10 (0916)
- 512 Patch Version: Crashes on 512Patch 0.3 & 0.4 Alpha
- Crash occurs: While loading. Exactly while the loading bar is showing "Nhood1.fin"
- Operating system: Windows Vista Home Basic 64bit
- Commands added: -sli
I tried 'Toys in the hood 1' with 512patched revolt 0916 and 256x256 textures.urnemanden @ Jan 2 2010, 05:41 PM wrote:- Level Name: Toys in the hood 1 (Nhood1)
- Re-Volt Version: 1.10 (0916)
- 512 Patch Version: Crashes on 512Patch 0.3 & 0.4 Alpha
- Crash occurs: While loading. Exactly while the loading bar is showing "Nhood1.fin"
- Operating system: Windows Vista Home Basic 64bit
- Commands added: -sli
urnemanden @ Jan 3 2010, 01:04 AM wrote:That sounds like an interesting title. =)
I have tested 0916 and 1207 without problem. Difficult to think it is directly linked to the patch.1 question more/bug to report: It seems like the Re-Volt 512patch doesn't save the screen resolution anymore. It still do save amount of laps, latest selected car and track, tho.
Hey, don't feel bad. I'd give anything to know how to hack around like you do. Anyway, my site was heavily built off of TheMeandMe's site anyway. It's just tables and borders and nice looking fonts; fixed backgrounds and matching colors. If you dig around in KompoZer, you'll find a lot of this really really easy to do.jigebren @ Dec 29 2009, 01:06 AM wrote: Great to see another KompoZer user. Anyway, your site looks much more elaborated than mine (but I'm a really beginner in HTML and all that stuff )
It seems to be a re-size blended with a re-draw which also got a touch of a repaint.Aeon wrote:Is that a resize or a redraw of Dust Mite?
If any of you were around before my site took on the look of TheMeandMe's, when it was just a single page and a scrolldown a literally a few cars, now that was done in Notepad and Paint.NET.zagames @ Jan 3 2010, 08:01 AM wrote: I make plenty of websites, like this one for my dad (still a WIP): http://zackattackgames.com/Up-Tyte/
The only tools I use include Notepad(ALL the coding), MSPaint(the general image designs), and a tiny bit of photoshop(special effects/shading). Not to brag or anything...
Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Also, you could check the values set in the registry (for winXP it is located in 'HKEY_LOCAL_MACHINE\SOFTWARE\Acclaim\Re-Volt\1.0').
And I've never touched Vista in my life, but perhap you've set parameters that were lost when modifying the exe, and that need to be re-applied. Check twice the 'compatibility mode', maybe test with “Run this program as an administrator”.
I have a 1280x1024 monitor myself. I never had a problem with saving resolution, but you're right. It's off-aspect. Everything is stretched a little bit, because 1280x960 is 4:3.urnemanden @ Jan 3 2010, 05:31 PM wrote:Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Also, you could check the values set in the registry (for winXP it is located in 'HKEY_LOCAL_MACHINE\SOFTWARE\Acclaim\Re-Volt\1.0').
And I've never touched Vista in my life, but perhap you've set parameters that were lost when modifying the exe, and that need to be re-applied. Check twice the 'compatibility mode', maybe test with “Run this program as an administrator”.
The registry files is placed the same place on Vista as on XP in general, but because I am on a 64-bit operating system, my registry files is placed at "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Acclaim\Re-Volt\1.0". The settings in there is the same as they are when I play without the 512patch.
I also just tried out all custom tracks after each other in ther 512patch, but when I reached Nhood1 (512), Re-Volt crashed at loading the nhood1.fin again. It seems like the stock tracks is rather unstable with this patched version of Re-Volt to me - unstable with 256x256 textures, less unstable using 512x512 textures..
No, it's to guess where that 1280x960x16 value came from. It could be a scenario like:urnemanden @ Jan 3 2010, 05:31 PM wrote:Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Code: Select all
-res 800 600 32 -window
- TrueJig wrote: If I understand for now:
- you have '1280x1024x32' (good values) in the registry.
- everytime you start patched revolt it uses '1280x960x16' (bad value)
- if you set the good value in revolt interface, you can play with this good values (you're sure of this?)
- but if you restart revolt, it uses back the bad values
- and it don't do that with unpatched revolt
Is that right?
Yes it is. Always.human @ Jan 9 2010, 05:54 PM wrote:jiggie,
some questions:
i would like to try the patch, is it the most recent version that is downloadable from your site?
Tha patch create a backup file. To uninstall, all you have to do is delete the patched file and rename the backuped file. Everything else is left untouched.also, if i patch the exe, is there a way back? or is it only reinstalling if something doesnt work?
You will see badly resized textures, in the same way that if you put 512x512 textures in a unpatched revolt (see below).what will i see on the custom tracks that have currently 256 textures?