Unofficial Unauthorized Descent 2 Texture Patch (UUD2TP)
Posted: Tue Aug 24, 2021 6:18 pm
The graphics patch for Descent 2 was a much bigger and more time-consuming job, but here it is, at least the "fixes only" part. I'm really anxious to do the extension also, but that'll require some adjustments to DLE. So what we have on the table this time:
UUD2TP
- Contains all relevant fixes from the UUD1TP (check that thread for those)
- Remember the spider monitor and how it used the completely wrong breaking animation, and yet another rest frame for when the monitor is shattered? Not any longer. I've added these babies to each of the seven PIG palettes:
and made appropriate changes to descent2.ham that actually link them with the spider monitor texture. Now it breaks just as it should. I'm really dumbfounded that no one actually thought of making this fix in 25 years Note: as of this writing DLE doesn't see these extra textures and doesn't allow you to select them for placement like it does with the other broken monitors. This will hopefully get resolved in the future.
- door50 was a relic of early assets where the texture it was based on - rock281 - was intended to be magenta, rather than red (the traces of which can be seen in the Interactive Demo which has the texture but not the door). In the retail games the texture itself was turned to crimson red, but the door remained - leading to a jarring discrepancy between the appearances of the main texture and the door. While the door was telegraphed thanks to that, every single palette from D2 rendered the magenta lousily and the result was an artifact-ridden mess. I decided to redo all the frames for the door based on fire.pig's rendition of rock281 (which appeared to be the least lossy of them all):
so now the texture isn't distinguishable from the wall texture that serves as its basis.
- door11 had a very similar problem in most palettes - the rock and door textures differed, so I did the same thing - redid the door while using the rock texture as the basis. Now they're identical in each and every palette, though of course their renderings differ.
Also made a change in descent2.ham that shortens the opening and closing animation from the painstaking 1.6s to just 1s, making it appear less sluggish and choppy.
- fixed the following monitors for all 7 palettes:
These variants of the monitors were misaligned as compared to the remaining ones, making them appear to move on the wall while being shot.
- misc060d had to be moved one pixel to the right
- misc061d moved two pixels down
- misc062d also two pixels down
- misc067d one pixel down (this is also the one I've imported the new assets for, read above)
- misc068d had to be moved three pixels down and one to the left
- misc102b had to be moved one pixel down and one to the left
- misc103b - one pixel up.
Now all the animations in both standard and "crisis" mode (after the reactor is blown) align perfectly with their breaking and broken frames.
Here are the downloads, which contain the seven PIG palettes, the modified descent2.ham, a readme and a small HOG mission with which you can test out the changes and observe them for yourself. I'm also providing a version combined with the UUD2SP, since descent2.ham is only one file, and it contains references for both sounds and textures, so the patches in fact need to be unified like this to be used together.
Solo version: https://drive.google.com/file/d/1kdq8Lq ... sp=sharing
Combined with the sound patch: https://drive.google.com/file/d/1sO1x3J ... sp=sharing
Regarding UUD2TP-X - this time I'm not holding out for your input regarding what should be added (as I've got a very good idea), instead I'm waiting for tool availability to test it. It can be done right now, but DLE will not see them, as mentioned when describing the new broken monitor texture additions. We had 31 bitmaps left to use that the engine will recognize, so after accounting for the spider monitor, 27 are left. Here's what they're gonna be:
- door25 was replaced entirely in Descent 2, the green cobbled one will be brought back with full functionality
- rock262 and 263 were also both replaced, so the green cobble textures are gone from d2. I'll replace rock019 with the light green cobble (it's a perfect duplicate of rock004), and rock263 with the dark green cobble (it's also an identical dupe of the new rock262).
- The four retro D1 door light strips will be brought back - today creating a POG is necessary for having them, and mappers usually replace one of the animated door lights with these, meaning they have to do each frame. A tedious job which will no longer be necessary and perhaps encourage some D2 mappers to use these retro doors
- Same goes for the D1 lava (4 frames) and the thin lava trickle (8 frames) - today replacing other textures is necessary to get them to work, and even if the frame count matches, the total animation speed - not necessarily. These will have entirely new effects created for them, meaning they'll be rendered perfectly like they were in D1.
- rock001 is brought back only because door17 is in all the descent2 PIGs, but it doesn't have a matching wall, which it should.
- rock024, 131 and 144 are universal purple textures that D2 completely lacks, and they render decently in most palettes, so having them readily available might give mappers some new ideas they otherwise perhaps wouldn't have cared to explore.
So yeah, hopefully I get to make that. In the meantime, enjoy the patch with the fixes.
UUD2TP
- Contains all relevant fixes from the UUD1TP (check that thread for those)
- Remember the spider monitor and how it used the completely wrong breaking animation, and yet another rest frame for when the monitor is shattered? Not any longer. I've added these babies to each of the seven PIG palettes:
and made appropriate changes to descent2.ham that actually link them with the spider monitor texture. Now it breaks just as it should. I'm really dumbfounded that no one actually thought of making this fix in 25 years Note: as of this writing DLE doesn't see these extra textures and doesn't allow you to select them for placement like it does with the other broken monitors. This will hopefully get resolved in the future.
- door50 was a relic of early assets where the texture it was based on - rock281 - was intended to be magenta, rather than red (the traces of which can be seen in the Interactive Demo which has the texture but not the door). In the retail games the texture itself was turned to crimson red, but the door remained - leading to a jarring discrepancy between the appearances of the main texture and the door. While the door was telegraphed thanks to that, every single palette from D2 rendered the magenta lousily and the result was an artifact-ridden mess. I decided to redo all the frames for the door based on fire.pig's rendition of rock281 (which appeared to be the least lossy of them all):
so now the texture isn't distinguishable from the wall texture that serves as its basis.
- door11 had a very similar problem in most palettes - the rock and door textures differed, so I did the same thing - redid the door while using the rock texture as the basis. Now they're identical in each and every palette, though of course their renderings differ.
Also made a change in descent2.ham that shortens the opening and closing animation from the painstaking 1.6s to just 1s, making it appear less sluggish and choppy.
- fixed the following monitors for all 7 palettes:
These variants of the monitors were misaligned as compared to the remaining ones, making them appear to move on the wall while being shot.
- misc060d had to be moved one pixel to the right
- misc061d moved two pixels down
- misc062d also two pixels down
- misc067d one pixel down (this is also the one I've imported the new assets for, read above)
- misc068d had to be moved three pixels down and one to the left
- misc102b had to be moved one pixel down and one to the left
- misc103b - one pixel up.
Now all the animations in both standard and "crisis" mode (after the reactor is blown) align perfectly with their breaking and broken frames.
Here are the downloads, which contain the seven PIG palettes, the modified descent2.ham, a readme and a small HOG mission with which you can test out the changes and observe them for yourself. I'm also providing a version combined with the UUD2SP, since descent2.ham is only one file, and it contains references for both sounds and textures, so the patches in fact need to be unified like this to be used together.
Solo version: https://drive.google.com/file/d/1kdq8Lq ... sp=sharing
Combined with the sound patch: https://drive.google.com/file/d/1sO1x3J ... sp=sharing
Regarding UUD2TP-X - this time I'm not holding out for your input regarding what should be added (as I've got a very good idea), instead I'm waiting for tool availability to test it. It can be done right now, but DLE will not see them, as mentioned when describing the new broken monitor texture additions. We had 31 bitmaps left to use that the engine will recognize, so after accounting for the spider monitor, 27 are left. Here's what they're gonna be:
- door25 was replaced entirely in Descent 2, the green cobbled one will be brought back with full functionality
- rock262 and 263 were also both replaced, so the green cobble textures are gone from d2. I'll replace rock019 with the light green cobble (it's a perfect duplicate of rock004), and rock263 with the dark green cobble (it's also an identical dupe of the new rock262).
- The four retro D1 door light strips will be brought back - today creating a POG is necessary for having them, and mappers usually replace one of the animated door lights with these, meaning they have to do each frame. A tedious job which will no longer be necessary and perhaps encourage some D2 mappers to use these retro doors
- Same goes for the D1 lava (4 frames) and the thin lava trickle (8 frames) - today replacing other textures is necessary to get them to work, and even if the frame count matches, the total animation speed - not necessarily. These will have entirely new effects created for them, meaning they'll be rendered perfectly like they were in D1.
- rock001 is brought back only because door17 is in all the descent2 PIGs, but it doesn't have a matching wall, which it should.
- rock024, 131 and 144 are universal purple textures that D2 completely lacks, and they render decently in most palettes, so having them readily available might give mappers some new ideas they otherwise perhaps wouldn't have cared to explore.
So yeah, hopefully I get to make that. In the meantime, enjoy the patch with the fixes.