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Author Topic: High Resolution / True Color Textures Mod  (Read 184656 times)

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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #132 on: August 31, 2012, 10:44:01 AM »

Little problem here I get loading error for every map which uses carsmaster bessarabia textures I have those .dll files enabled which came with this high res mod
Maybe you downloaded corrupted archives?
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Hangman

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Re: High Resolution / True Color Textures Mod
« Reply #133 on: August 31, 2012, 10:53:29 AM »

Where can I found uncorrupted files if that is the problem
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #134 on: August 31, 2012, 11:19:09 AM »

Where can I found uncorrupted files if that is the problem
I will check the links to the archives.
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Ass Eagle

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Re: High Resolution / True Color Textures Mod
« Reply #135 on: August 31, 2012, 11:32:50 AM »

I do notice I'm missing some tree objects in FMB. The object IS there, it just dosn't show on map.
Do you know the object number off hand? Should be between object 513-588. Thanks.

It is not an object in the FMB object list.
Yo need to zoom in on the map in 3D mode and search for the so called random trees.
searched for an hour and a half.. nothing.. perplexing.
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #136 on: August 31, 2012, 12:08:41 PM »

My computer's configuration:
motherboard: ASUS P5ND
Processor: INTEL Core 2 Duo E8400 3000Mgz-overclock to 3960Mgz
video card: Palit NVIDIA GTX 460
memory: DDR2-3072 Mb
OS: Windows XP SP3 32 bit

in my conf.ini  ProcessAffinityMask=2

When using textures 2048 pixels necessarily include the conf.ini

TexCompress=2

TexFlags.TexCompressARBExt=1



This is a temporary version of the DLL supports texture 4096 pixels.

 1. used your own textures 4096 x 4096 pixels for the trees.
 2. used seamless texture fields resolution 4096 x 4096 pixels.
 3. used files BumpH resolution 4096 x 4096 pixels.
 4. used files tree.tga resolution 512 x 512 pixels.
 5. used  texture CLOUDS resolution 4096 x 4096 pixels.
 6. used as a template with very good textures cockpit Bf-110 g

    Author textures cockpit Bf-110 g Bolox.    Many thanks to him.
 
    Increased all textures to 2048 pixels, edited by filters in the GIMP.

Of course I understand that different people have different computers.

The slideshow can be in many people..

I'm very sorry, but I'm not a magician. ... :)











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Cloyd

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Re: High Resolution / True Color Textures Mod
« Reply #137 on: August 31, 2012, 12:24:40 PM »


I'm very sorry, but I'm not a magician. ... :)


I disagree. You ARE a magician ;)
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SAS~GJE52

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Re: High Resolution / True Color Textures Mod
« Reply #138 on: August 31, 2012, 12:32:48 PM »

Quote
I disagree. You ARE a magician

I'll second that.     :D

G;
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Do not criticise a man until you have walked a mile in his shoes...  Then you can call him what you like, as you have his shoes ... and he is a mile away......

Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #139 on: August 31, 2012, 12:52:47 PM »

When using textures 2048 pixels necessarily include the conf.ini

TexCompress=2

TexFlags.TexCompressARBExt=1


I know S3TC texture compression reduces the memory footprint of the textures significantly, and normally I think compressed textures are a perfectly valid method of increasing resolution while keeping VRAM consumption within limits.

However, as far as I know, the S3TC compression algorithm that compresses the files "on-the-fly" is inferior in quality compared to pre-compressed files.

Is there any chance at all to make IL-2 support DXT compressed DDS files, in addition to BMP/TGA files? It would be a very exciting addition. It would, essentially, offer the memory savings of using S3TC compression, but since you would be able to process the file with higher quality compression utility, it would not have such a high effect on the general quality of the textures.


The thing is: S3TC is the same thing as DXT compression. The data format is the same. However, the DDS (or Direct Draw Surface) file format is a container format that has the ability to store uncompressed bitmaps, compressed bitmaps (with various options), and even MIP maps to reduce shimmering effects.

DXT compression itself exists in multiple varieties, but of those, two are of highest interest: DXT1c, and DXT5.

DXT1c stores an RGB image in a compressed format, while DXT5 stores RGB similar to DXT1, and an alpha channel in addition. The quality of the compression can be significantly affected. High quality conversion takes more time, while fast conversion usually results in reduced quality. The S3TC algorithm in IL-2 is, as far as I know, optimized for speed to reduce the overhead loading time from converting bitmaps into compressed format. While all DXT compression formats are lossy, the quality setting can make a significant difference; unfortunately it seems like IL-2 1946 is only capable of reading BMP or TGA files.

However, the graphics/i] part of the engine obviously can utilize compressed textures, as evidenced by the TexCompress=2 setting. Would it be within any realm of possibility to tweak the game into accepting already compressed files, and passing them directly to the GPU instead of re-compressing them beforehand?

I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #140 on: August 31, 2012, 01:18:00 PM »

I think not be offended at me BOLOX.
Thanks again to him.

Here's my version of cockpit BOLOX 2048.

Put in MODS folder  00_bolox110v1-CMR-2048

If you wish, you can spend tests.

Is Supplied "As Is"   ;D ;D ;D ;D ;D ;D

Link: https://www.mediafire.com/?n2nyi4oyoah2yrd
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Ass Eagle

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Re: High Resolution / True Color Textures Mod
« Reply #141 on: August 31, 2012, 01:18:42 PM »

Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress. For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #142 on: August 31, 2012, 01:24:31 PM »

Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress. For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.
Unfortunately I don't know the properties of the cards ATI !!!!!
I have always had the NVIDIA cards.
I like NVIDIA cards for the game IL-2.
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Flying H

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Re: High Resolution / True Color Textures Mod
« Reply #143 on: August 31, 2012, 03:02:17 PM »

Carsmaster you ARE a magician!! And I know what is impossible! I cannot step into a Tiffie or Spit or any other AC and physically fly them over these maps! I have to reluctantly fly the skies of the sim BUT I do admire the developement made to keep this sim going! Think of what we got int he beginning and look at it now!
ThereĀ“s no way we can be enough thankful to the modding community for what they are giving us!
I can only say THANK YOU ALL!
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And you can fly, high as a kite, if you want to.........
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