Jersey Import

All issues regarding FshEd and the EA Graphics Editor. This section has been locked as support for EAGE and FshEd has basically been discontinued.

Jersey Import

Postby DK on Sun Jan 12, 2003 2:25 am

Brien, I know that EAGE handles all versions of the scaled images in the jersey files, this can lead to some problems when the lower versions (256*256) are created. For example in a nets upate I made the red trim around the sleeve dissapears on about half the jersey and this looks like shit.

So I think this could be solved by importing each of the scaled versions individually.


Brien what do you think?
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Postby nba2kstuff on Sun Jan 12, 2003 5:39 am

one issue Brien touched on recently are ideas with regards to losses during DTX3 and DTX1 compression. sometimes is seems when a large image is compressed like this, it seems to distort and wash out some of the colors and lines on the smaller scaled and then compressed images in the FSH file. (EAGE and FSHTOOL seem to do this also during DTX compression?)

in anycase, when the host nba2kstuff site is up, you can try the same procedures with the modified version fshtool and see the results.
i think as you or others mentioned, the graphics lines may have to be minimum widths for this to scale and then DTX compress best.

hopefully we can investigate a little more later (if there is time), to see if there is a good way to enhance the quality of the overall images and subimages.

thanks and keep up the excellent analysis!
it is when you and others help to isolate the anomies that makes it possble to try to locate the problem and try to enhance for a solution.

peace!
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Re: Jersey Import

Postby Brien on Wed Jan 15, 2003 6:59 am

DK wrote:So I think this could be solved by importing each of the scaled versions individually.
Brien what do you think?


This is actually an excellent idea! EAGE creates the DXT images like this:

1. DXT compress the main image and store the data
2. resize the image by 1/2 and DXT compress it, and store it.
3. repeat as many times as there are mipmaps.

My algorithm for shrinking the image sux, but it is much better than using the stretchblt function provided by the windows applications programming interface (api).

The reason that I provided the dds plugin for photoshop was do avoid some of these problems for now. If you have potoshop you can use this plug to make a dds file of your image and keep tinkering with the filters 'til you get a sub image you like. EAGE will then convert the DDS file to EA format.

I am in the process of rewriting much of this code, so it will get better with time.
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Postby Brien on Wed Jan 15, 2003 7:28 am

nba2kstuff wrote:i think as you or others mentioned, the graphics lines may have to be minimum widths for this to scale and then DTX compress best.


The problem lies not in DXT compression (in most cases) but with the transposition of pixels from a large image to a smaller one. Suppose that you had a 256x256 image that had fine jersey lines of 4 pixels width.

If you transposed this image to 128x128 then only 2 pixels can be dedicated to the Jersey lines. Down to 64x64 you have only one pixel. By the time you get to icon size (32x32) the jersey line is gone. Now your lines may be wider than 4 pixels, but the idea remains the same. Small detail will be lost as the image is shrunk.

So, you can't use straight algebra when transposing image data. There are many algorithms available that change the color of neighboring pixels so that they give the apperance that data has not been lost. The Photoshop plugin is highly recommended.
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