Real3d microtexture

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
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Re: Real3d microtexture

Postby LsrgcBath » Mon May 02, 2016 6:46 pm

As I am a curious damn motherf*****..., I downloaded the file and was looking to see if there was something that remember this blessed elusive texture, by any chance would that be the one we are looking for?

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Re: Real3d microtexture

Postby Jiterdomer » Mon May 02, 2016 7:23 pm

Thanks for the texture sheet! I noticed in the Japanese Scud Race ROM (not export version) is that there's a sign named "Twilight Airport" on the starting line and it became unused and removed in the final version (Australia, Plus, and Export ROMs).
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Re: Real3d microtexture

Postby Ian » Tue May 03, 2016 1:07 am

Bart wrote:Here is Scud Race's texture RAM interpreted entirely as T1RGB5 in a bitmap file (you can now generate your own, too, if you look at SVN r383's change to Real3D.cpp). Check out coordinate (0,1024) :) I expected this to be an 8-bit grayscale texture but oddly, it looks like T1RGB5! It may be worth adding the texel coordinate format bit to the list of "unknown" header bits so you can inspect it with my analysis system. I've always thought the integral 16-bit format was weird. Worth a look to see if it may actually contain two 8-bit coordinates, one for the microtexture. And on an unrelated note, would be worth a look to see if sky textures use integral coordinates. If so, that ugly seam we see in Scud Race and LA Machineguns may actually be caused by noise from the lower bits... This is just pure speculation, though.

Can't contribute more until Thursday, sadly. But I'll definitely take a thorough look then if you haven't already. Keep me briefed if you end up taking a look yourself.


I was surprised too the microtexture was trgb I was expecting 8 bit monochrome :) the pro 1000 must have been one of the first pieces of hardware to actually support multitexturing.

I doubt the 16 bits are texture coordinates. The microtexture will most likely share the same coordinates as the base texture just with some fixed multiplier guessing 4 or 8. The 16 bit value could be the size and position of the texture in the texture sheet. Although my first guess was they are encoded in fixed positions.

The texture seam ugliness we see in scud and ocean hunter is caused by differences in how the hardware is sampling the edge texels. Because the texture mode is set to glrepeat the seam is actually caused by the coordinates wrapping around to the other side. Ocean hunter suffers from this really badly. What these textures need is glclamp to edge. The real3d has some weird option in the manual to smooth the texture coordinates for repeat mode. It's possible when it's off it's edge clamping. Modern hardware can't edge clamp and repeat at the same time. It's possible it's doing the same as modern hardware just the nomenclature is different. Just need to find out if it can repeat textures over a single poly with edge clamping.
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Re: Real3d microtexture

Postby Ian » Tue May 03, 2016 4:21 pm

First attempt
Not sure if the road is too dark, maybe needs scale and bias

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Re: Real3d microtexture

Postby Jiterdomer » Tue May 03, 2016 4:36 pm

https://youtu.be/gNq_mKhGOyo

Marubaku recorded their gameplay videos from the Arcade PCB, the leftmost building is supposed to be brighter. Is the shot above where you applied the road textures that Bart discovered yesterday?
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Re: Real3d microtexture

Postby nuexzz.. » Tue May 03, 2016 5:00 pm

looks great !! show daytona 2 please!
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Re: Real3d microtexture

Postby Bart » Tue May 03, 2016 5:16 pm

Awesome!
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Re: Real3d microtexture

Postby LsrgcBath » Tue May 03, 2016 5:20 pm

Image

The right shot is from Abe´s video, maybe the capture hardware and encode software add some color and contrast discrepancy.

But looking at the position of texture, proportion and alignment of stripes, to me seems on par with the real hardware.

Awesome work, it´s looking great to see this feature finally being working.
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Re: Real3d microtexture

Postby LsrgcBath » Tue May 03, 2016 10:18 pm

Image
Image
Image

More Shot´s here... http://imgur.com/a/7iAzu


An interesting thing I noticed with Daytona USA 2 is that the texture is applied only when we reach a certain speed, it can be probably one of the first attempts to implement motion blur, even if it was in a way that not blurs the pixels. The AM2 staff really took things to the next step.

In the case of scud race, the texture is always applied. no matter how fast the car is.

Guys, great job, if I had there close to you, would pay a nice round of beer with pleasure.
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Re: Real3d microtexture

Postby Ian » Wed May 04, 2016 2:23 am

I've not even tested daytona, someone should dump the texture image from daytona to see if it actually uses more than 1 micro texture.
My guess work that it would be the top left of texture sheet panned out, and the microtexture is 4x that of the base texture.
Also wonder if the wrap mode for the texture should be mirror repeat, instead of just repeat
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