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Here is a random photo of a cloudy day sky from google Here is the same photo, but with lowered gamma. I don't see how your method proves anything, just on the basis it doesn't make skyboxes look particularly ugly, and I certainly don't see it as "restoration".And why would Antonov be in any haste in 2001-2002, when HL2 wasn't even slightly ready, or why didn't he edit the old skyboxes we know about?Simplest explanations are just the easiest ones, and we exist in a complex reality.
My point is that you can gamma-lower literally any picture of bright sky, and it will look like any other picture of a dark sky, which is why "this process makes them look just like other skyboxes the artist has previously done for Kingpin".And explaining that "we don't have any evidence that skyboxes were actually ever edited, because Valve conviniently cleaned up all traces of it" doesn't convince me.
The problem with that theory is leak/HL2's bright daytime skies look normal, but your darkened 'restored' versions look optically wrong. Like, "if there's that sun then the clouds wouldn't be that dark" kind of wrong. Your sky_wasteland02 and sky_wasteland03 are example of that.Or, with your last example, "gamma-raised sky_quarry03", your turned the moon into the sun, but it remains too small (because moon is smaller) and when the "sun" is that low on the sky, the colour and level of light would not be completely different, basically here you got sunset sun height but noon light levels. So, that sky is just wrong, even if that kinda proves that you could take a dark texture and make it a light texture. But then again - leak and HL2 skies look appropriate for why they were made - and also we have old light values on the maps that perfectly corespond with those bright skyboxes, not with polluted skyboxes. Your restored skyboxes only kinda look like the concepts but not the same, so that's not what happened to them.So, the polluted skyboxes for the City, canals and the wasteland just never existed. There was nothing to recycle. Palace skybox is a moody weather sunset skybox but not polluted looking. Old vertigo lighting is reddish sunset against green clouds, that's arguably also normal. Old Citadel skybox (green c17_05) is just atmospheric sunset in a particular palette. Airex is the most polluted but it's meant for the industrial hellscape region, also if you try and brighten it up you get crap image.
"I disagree that you can gamma-lower literally any picture of bright sky to get a Kingpin-style sky"I only mentioned getting convincingly-looking dark skies."it is simply the result of opening the file up in photoshop, editing it, and then saving the file again, thus overwriting the original texture. Why would Valve leave traces of the original pre-edited textures since the goal is to replace them in the first place?"Why do we have any of the old skyboxes left, then? And why do these old skyboxes are conviniently unedited, while all "edited" skyboxes conviniently exist only in their "edited" forms? Not to mention, we know ow TWO versions of sky_c17_05 - yellow sunset one and black-and green one and none of three versions are edited versions of each other.And if we take an example of sky_station01, it was specifically used for 2002 terminal, and we don't have any versions of terminal, where light environment doens't fit the bright skybox, while we have versions of e3_strider with yellow light environment that fits old yellow sky_c17_05 (as an example)."why is the 3D-generated terrain/sea almost completely white and unnaturally lacking the natural dark ripples/refractions of a sea under a bright cloudy sky?"Who said it's sea, when it can be just a generic color filling from the generator (just like there are skyboxes with terrain, or ground color, it's just a setting), that isn't supposed to reflect anything, that there were no such details in the first place?Speaking of 3d generation, why not quickly 3d-generate new placeholder skyboxes a-la "shadertest" instead of editing old ones?And what if artifacts in sky_citadel02 are instead introduced by DXT compression combined with hue shifting (that creates these kinds of issues due to digital color processing having some trouble with subtle blue/cyan hues) - because that's what citadel 02 is, hue-shifted citadel01. And brand-new retail skyboxes have similiar loss of quality and artifacting, but less pronounced, one ugly-edited skybox isn't a proof.And you lowering gamma on citadel02 doesn't turn the sun into the moon properly, because value range is simply compressed down, so while gamma-raised sky_quarry may look like supposedly-gamma-raised citadel02, I already said - lowering or raising gamma on any random sky picture doesn't make it unconvincing. Unless there is sun or moon, that instantly become off.
The point of my gamma-raised sky_quarry03 isn't the sky but the effects of raising the gamma on the sea in the bottom half of the texture, which is consistent with the pixelated artifacts on the leak version of the brightened skyboxes like sky_citadel02. My point is that those artifacts wouldn't exist if the gamma wasn't edited in the first place. Since they do exist, that means they have had their gamma raised.
2. The skies of 3d-generated skyboxes such as shadertest are noticeably poorer in quality (and in a completely different art style) than Viktor's painted ones like the rest. The skies are created by the artist painting onto 3d-generated skyboxes without painting the terrain/sea (which is normally obscured during gameplay anyway). This is why they raised and adjusted the gamma of older skyboxes rather than generating a new one for placeholders as the brightened old skybox textures still retain some of Viktor's painted details.
Цитата: PikaCommando от 11 Окт 2019, 17:26:23The point of my gamma-raised sky_quarry03 isn't the sky but the effects of raising the gamma on the sea in the bottom half of the texture, which is consistent with the pixelated artifacts on the leak version of the brightened skyboxes like sky_citadel02. My point is that those artifacts wouldn't exist if the gamma wasn't edited in the first place. Since they do exist, that means they have had their gamma raised.But we have same pixelated artifacts on sky_airexchange01. Does that prove that it's also an edited skybox and that it has "ocean" under it? It's the same wavy bottom half, is that supposed to be the sea now? Or is the more likely explanation, is that it's just the software default ground effect. And the artifacts/banding are there because compression. They're on almost every skybox, some more some less depending on how "lucky" it got with compression (mostly depends on original palette, Shift mentioned how DXT algorhitm is biased towards certain hues).
This is getting difficult to follow, but basically: you can totally tell those skyboxes ARE terragen skyboxes because the patterns in them look generated. And what do you even mean "the skies are painted without bottom half"? Well yeah, they take photos and paste them into the program so it can build the scene for them. And then maybe paint some effects, but not like paint them from scratch, by hand. And the program fills the bottom because obviously they didn't shoot it as some sphere, they shoot from the ground level. (after 2007 they stopped even using square skyboxes because bottom isn't needed at all).
I'll ask this however. Where's any trace of supposed old-non gamma raised-polluted skyboxes? There's no maps that have dark lighting. There's no screenshots. There's no cubemaps. The other old textures that we have, Airex, Palace, Spire, Citadel, they're accounted for now. The concept art often shows skyboxes that can be identified (the wasteland railroad uses sky_wasteland03, Citadel uses sky_c17_05)You said simplest explanations are most likely right, but yours is opposite of simplest because you're assuming they went through this whole process but we instead have evidence that oldest C17 levels were pretty much same back then as they are today if you compile them. (save for some building textures but that's another topic). And by the way.Цитата2. The skies of 3d-generated skyboxes such as shadertest are noticeably poorer in quality (and in a completely different art style) than Viktor's painted ones like the rest. The skies are created by the artist painting onto 3d-generated skyboxes without painting the terrain/sea (which is normally obscured during gameplay anyway). This is why they raised and adjusted the gamma of older skyboxes rather than generating a new one for placeholders as the brightened old skybox textures still retain some of Viktor's painted details.This is getting difficult to follow, but basically: you can totally tell those skyboxes ARE terragen skyboxes because the patterns in them look generated. And what do you even mean "the skies are painted without bottom half"? Well yeah, they take photos and paste them into the program so it can build the scene for them. And then maybe paint some effects, but not like paint them from scratch, by hand. And the program fills the bottom because obviously they didn't shoot it as some sphere, they shoot from the ground level. (after 2007 they stopped even using square skyboxes because bottom isn't needed at all).
"as I have mentioned before, the reason why the leak HL2's sky_c17_05 is different from leak CSS's is because the old green/yellow sky_c17_05 in the hl2 folder was overwritten by the finalized one we see in leak HL2 today."Doesn't answer why neither of three are edited versions of each other."if they were already created to be bright and white in the first place, then hue-shifting wouldn't make much of a difference"Why are you guessing if it would change anything because "colors are near white", when you already have one skybox with slightly greener hue and another with more pure-blue hue, and if you overlay them on top of each other and compare, you can see one is based on another?"Raising their gamma in photoshop to achieve a bright cloudy sky is faster"As was already said, they weren't in a haste, no deadline around the corner, can afford to spent 10 minutes on a skybox instead of 5."The skies of 3d-generated skyboxes such as shadertest are noticeably poorer in quality"What does it matter for placeholders?