117 lines
4.7 KiB
Text
117 lines
4.7 KiB
Text
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<!DOCTYPE html PUBLIC "-//IETF//DTD HTML 2.0//EN">
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<HTML>
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<HEAD>
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<META name="generator" content="HTML Tidy, see www.w3.org">
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<TITLE>Step 3: Post Processing</TITLE>
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<LINK type="text/css" rel="stylesheet" href="../webdocs.css">
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</HEAD>
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<BODY>
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<P><A href="step2-povray.html">[Previous - Step 2: POVray]</A>
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<A href="step4-entities.html">[Next - Step 4: Entities]</A></P>
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<H1>Step 3: Post Processing</H1>
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<P>Whew! We're almost there (and I am getting pretty tired of
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writing documentation :-P). At this point you should have your
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two parabolic images rendered by POVray. Using our <B>map
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hive</B> example from earlier, you might have two images
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similar to the ones shown below. Note that the room I selected
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for this particular shot was nearly symmetrical, which is why
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the images look like they are mirrored. Depending on the
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location you selected, the images will probably look very
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different.</P>
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<TABLE summary="Paraoblic Images with captions">
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<TR>
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<TH>1.tga (front)</TH>
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<TH>2.tga (back)</TH>
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</TR>
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<TR>
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<TD><IMG src="sample_ft.gif" alt="Front Parabolic Image">
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</TD>
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<TD><IMG src="sample_bk.gif" alt="Back Parabolic Image">
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</TD>
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</TR>
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</TABLE>
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<P>POVray should have rendered both of these images at
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1024x1024, so they are much too large to be used for
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environment maps in the engine on most cards (definitely not
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for the game release). You need to resize the textures down to
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256x256 or less. Your choice of resizing algorithm in Photoshop
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(bicubic, bilinear, etc.) or whatever paint program you use, is
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entirely up to you. If you are going for a smoothed reflective
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look, I would recommend bilinear interpolation to a lower
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resolution and maybe a pass or two with a blur filter. If you
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want razor-sharp reflections, use bicubic and stay above
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128x128. Although the final textures need not be square, both
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the width and the height MUST be a power of 2, since they are
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textures directly uploaded to the card. In addition, although
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environment map textures up to 1024x1024 are supported by
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Anachronox, such a large file size is not supported on most of
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the lower end cards and may cause the computer to freeze when
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loaded on those systems.</P>
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<H4>Final Texture Renaming</H4>
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<P>Let's take a look in the gamedir
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/anoxdata/graphics/env/.</P>
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<PRE class="cmd">
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V:\Anachronox\anoxdata\graphics\env><B>dir</B>
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Volume in drive V is ION_STORM
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Volume Serial Number is 1234-5678
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Directory of V:\Anachronox\anoxdata\graphics\env
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12/04/2000 03:45p <DIR> .
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12/04/2000 03:45p <DIR> ..
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12/01/2000 11:52p <DIR> alphamap
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12/03/2000 11:58a 5,061 blank_bk.png
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12/03/2000 11:58a 5,061 blank_ft.png
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12/01/2000 10:33p 75,486 blue_bk.png
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12/01/2000 10:33p 73,521 blue_ft.png
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12/01/2000 10:29p 22,914 envtest_bk.png
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12/01/2000 10:29p 17,521 envtest_ft.png
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12/04/2000 01:42p 116,395 hive1_bk.png
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12/04/2000 01:43p 119,089 hive1_ft.png
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12/04/2000 12:54p 65,337 joeyproc_bk.png
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12/04/2000 12:54p 65,641 joeyproc_ft.png
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12/03/2000 11:54a 112,693 nwhit_bk.png
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12/03/2000 11:53a 99,998 nwhit_ft.png
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12/01/2000 10:32p 71,370 tensil_bk.png
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12/01/2000 10:32p 70,780 tensil_ft.png
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14 File(s) 920,867 bytes
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3 Dir(s) 999,999,999 bytes free
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</PRE>
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<P>Notice that all the environment map textures are in pairs,
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that they are all in the PNG file format, and that they end in
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<B>_ft</B> or <B>_bk</B>. Select an unused base name for your
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new environment map, and save your now resized files as
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follows:</P>
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<UL>
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<LI>Save <B>1.tga</B> in PNG format as <B><I>
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basename</I>_ft.png</B> in <B>anoxdata\graphics\env\</B></LI>
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<LI>Save <B>2.tga</B> in PNG format as <B><I>
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basename</I>_bk.png</B> in <B>anoxdata\graphics\env\</B></LI>
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</UL>
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<P>Of course, you should replace <I>basename</I> with a name of
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your choosing. Now we have completed all the steps necessary to
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prepare parabolic environment map textures for Anachronox. All
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that remains is for us to use them, as described in the <A
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href="step4-entities.html">next step</A>.</P>
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<P><A href="step2-povray.html">[Previous - Step 2: POVray]</A>
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<A href="step4-entities.html">[Next - Step 4: Entities]</A></P>
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</BODY>
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</HTML>
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