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Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:06
by Renwood
I think you fail to understand what is going on melekor.
I rendered the souless twice, in 2010 when it was too dark (wrong lighting in the program), then rendered it again in 2013 when I fixed the lighting in the animation program.
If you could use reading comprehension and not get your emotions involved maybe you would have figured this out. I also say I am not willing to attempt to fix this a 3rd time, since 32 bit support would make the point moot and fix it. I do not understand your insistence that I am "blaming" magma for any 8 bit stuff. More like, 32 bit collection support magma already implemented in 1.8 would be very greatly appreciated when included in myth for Public use. As I said , it's a great opportunity to have an updated release to 1.8 and include GOS support as the default Myth II server.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:36
by punkUser
Renwood wrote:
I also say I am not willing to attempt to fix this a 3rd time, since 32 bit support would make the point moot and fix it.
Mel is saying that 32-bit has nothing to do with the problem, and he's right. The reasoning doesn't even make any sense.
It just needs to be fixed in the art assets. Take the critique, ideally fix it, and move on.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:41
by Renwood
How many myth units have you and melekor set up fully in myth including rendering and setting up in amber or oak? Because if have any tips on what ooga is doing wrong setting up the souless that would be helpful. Though, nobody in the history of Myth has set up more units then ooga has over the years. So he is pretty good at what he does. Are you suggesting if 32 bit were used the souless would NOT look exactly the same as the rendered images? Because from what I gather, that is exactly what it would do. 8 Bit color maps also suck, and converting an RGB image to 8 bit makes it look like it has far less quality and color depth as well. I will try to get a complete breakdown of what ooga says is going on when he tries to set it up. If I can get that I will post it here.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:43
by punkUser
Why don't you just go ahead and post the two images - 32-bit and after 8-bit conversion so people can judge for themselves if its an art problem or terrible colour indexing.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:45
by Renwood
Not really sure what that will help prove punk, that render I showed above with the souless is exactly what was used to make the collection in game.
But It sounds like a good enough Idea so I will post an image of the souless in game also after indexing.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 07:51
by Renwood
Second from the right is the darker souless in question, this is a screenshot in game. The one on the far right is superimposed from a Zbrush/Maya creation.
32 bit render from the program used to make the collection for myth:
Here is what the Zbursh/Maya souless looks like just for fun. Our idea of a next gen myth souless

Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 08:05
by punkUser
It's clearly not the same as the rendered one, and not because of indexing. Post the indexed 8-bit one out of game. Also check/post the alpha channel as it's possible something there is screwy.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 08:23
by Renwood
Well this is an older screenshot from 2012 showing the first time we set up the souless. So he was from a different lighting set up then the rendered souless above. I am not at the location with my main computer right now, so I have to get that then post it. But the newer souless in game, with proper lighting from the rendering program, looks like exactly the same as this one in the 2012 screenshot.
Thanks for the advice punk, we will look closely at the Alphas. I will post more images later
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 15:41
by jason_ac
Renwood wrote:the newer souless in game, with proper lighting from the rendering program, looks like exactly the same as this one in the 2012 screenshot.
Looks exactly the same? Even though the new properly-lit Sol has greens & browns that clearly are not in the in-game Sol? Maybe it's an alpha channel thing...or is it possible it's something simpler, like someone copied the wrong file to the wrong location at the wrong time? Maybe your "new" in-game Sols were accidentally created using the old art files from the old, wrongly-lit Sols.
LOL, put a big purple X on the forehead of the Sol, render-out 1 frame of 1 pose (a "resting" pose), import to Myth, watch the Sols frame-by-frame in-game while resting to see if the X ever shows up.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 11 Feb 2014, 16:43
by Renwood
All this myth stuff is done by hand on a frame by frame basis jason. So it is possible for old assets to slip in, but due to the laborious nature of the tasks, highly unlikely.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 12 Feb 2014, 01:22
by vinylrake
Just because a task is laborious doesn't make it any less likely that mistakes will be made (old assets slipping in) - all it means is that the task takes a lot of time and effort. The more time it takes to do a task the more time available to make mistakes in. The more effort it takes the more opportunity for mistakes. The more manual (and less automated) a process is the more places where someone can do something wrong.
If you want to use big words to impress us Ren, try to at least know what they mean before you use them.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 12 Feb 2014, 12:03
by shinco
I'm just here for the gangbang.
shinco
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 12 Feb 2014, 21:55
by par73
shinco where u been at dawg
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 14 Feb 2014, 03:22
by shinco
Oh. I've been around.
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 30 Mar 2014, 09:01
by bruce campbell
cannons for alric's ship, wheres the blimps at?
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 30 Mar 2014, 09:03
by bruce campbell
canons for alrics ship..very cool. wheres the duffman blimps?
Re: Myth HD TOTAL CONVERSION HAS BEEN RELEASED!
Posted: 30 Mar 2014, 15:47
by BIG KROK V8 SS
shinco wrote:Oh. I've been around.
gg