Project Edge (Jusete's field scenes)

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Absolutely my thoughts. The details with the written text is something that I noticed first at viewing the picture of satsuki. I did not notice any of the anti aliasing problems. Better a readable text, than an anti aliasing problems solved. Just my two cents. hehe :D
For what it's worth the final scenes can be easily Anti Aliased if they are rendered in sufficiently high resolution and then downsample it to the desired final resolution.
Plus this is a JPEG upload of the render so there will be some compression.(Almost always a problem with flat shades of red, especially if there is subsampling. DXT compression murders solid shades of color as well. Making them look awful)

This specific example looks like the server rendering the image isn't actually rendering the image or the lights specifically in 4k x 4k. But rather slightly under and then upsampling (Which is where the aliasing more than likely comes from based on how the image looks and how those edges look with slight haloing). That or there's an issue with the rendering settings.

No one should have an issue with it as is anyway because no one is going to be playing the game at a resolution fully capable of displaying a 4096x4096 image for it to be that apparent.. And if they were, at that point it's more than good enough that the backgrounds have just been remade at all in a higher resolution than a portion of a 512 pixel height image in a 240 pixel view port.
 
...No one should have an issue with it as is anyway because no one is going to be playing the game at a resolution fully capable of displaying a 4096x4096 image for it to be that apparent.. And if they were, at that point it's more than good enough that the backgrounds have just been remade at all in a higher resolution than a portion of a 512 pixel height image in a 240 pixel view port.
You're wrong because:
1) 4k display are cheap and common these days
2) the fields aren't displayed in 1:1 of theirs original size, the zoom level of the camera show most of the time only a part of the screen, so for exemple if the camera show you 50% of the screen and you play in 1920*1080 the field must been in 4k to be displayed 1:1

As for the render, as i underdound, Jusete use paid server to do the rendering, so it may cost more to render at bigger resolution and emulate some antialiasing.
The render is in most part realy great, i put this option to remove the small default (by layering to keep only the aliased parts of the esrgan one), because the best the picture, the more you'll notice defaults.
 
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That's amazing! Thank you shampignon. Just let you know that I'm back from holidays and I'll start soon the second field of the station xD
 
Early wip. Despite the toon shader, I was doing some testing
emoji2957.png
. I have recycled some assets from the previous background as you can see so I think I'll finish the mesh faster that the other one.
92d8eda5038904446a95de322e376164.jpg


Enviado desde mi MI 6 mediante Tapatalk
 
Bravo Jusete, glad to see you back... and glad to see your amazing art again.
 
Hello jusete!

I have a minor criticism to the color choice for the roofs in Kalm. As you can see in this video (
), the color of the roofs is quite different and makes a much nicer contrast with the color used for the square's cobblestones.

The color of the wall where the stairs are could also be better, I think. In the original game, and that video above shows it, it has some better contrast with the pavement of the stair and the floor above where the stores are. It has more of a red tint and it does look nicer.

The rest is of course wonderful, as always!

Keep up the great job!
 
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I had to compress because the site I put on doesn't accept large pics. If you download the fields files and open it, you'll see that the first png of each folder is the complete image ;-)
 
Need to place the folders in to your mod directory. You will need aalis driver so check in the forum how load the png's. Now we have Kalm finished I'll make an iro to load them with 7th heaven.
 
I realize that I said a huge bullshit...

The images contained in the files are not complete images, they are tiled images generated by the Palmer software to make them playable...
So I don't have a bigger resolution online. Did someone know a website where I can download big images ?
 
I realize that I said a huge bullshit...

The images contained in the files are not complete images, they are tiled images generated by the Palmer software to make them playable...
So I don't have a bigger resolution online. Did someone know a website where I can download big images ?
abload.de has a 10MB limit
cubeupload.com has a 5MB limit

But also, in photoshop if you use level 12 quality JPGs usually it is almost indistinguishable from lossless and ends up saving quite a bit of space. Level 11 and 10 add a bit of visible compression but save more space.

This is a level 12 JPG, which was 10.7MB before compression
https://abload.de/img/crysis3_2019_11_24_22m4kd5.jpg
With level 12 compression it's cut in half to about 5.xMB
Here's a difference map between lossless and level 12 JPG
https://abload.de/img/differencelevel12jpgvhskwu.jpg basically none
VS Level 5 JPG
https://abload.de/img/differencelevel5jpgvskgj9s.jpg

https://imgsli.com/OTE4MA/0/1
 
Yes thanks, I know that, but the site I used doesn't accept images above 4MB, so at level 12 it was still too big !

I'll try abload ;-)
 
Small update
Not too much time to work on this as I wish but I'll try to finish the mesh before Christmas
5bdbfdc901af161f2eb24d57130c2450.jpg


Enviado desde mi MI 6 mediante Tapatalk
 
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