die7 Posted September 18, 2020 Share Posted September 18, 2020 It would be great, I could imagine having compressed textures on the server and non-compressed on game pc 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Author Share Posted September 18, 2020 Another thing I should mention is that in-game graphics options will need to be set up in a new (and counterintuitive) way for this to work properly. I also need to e.g. embed mipmaps in all compressed RSB in a certain way to avoid the load time issue, and then mipmapping needs to be disabled in-game, while global texture compression needs to be enabled. Of course all this will be in the documentation, just wanted to give a heads-up about the confusing procedure I had to figure out for this. Looking at it now, it makes sense, but it took me a while to see my errors in thinking. Anyhow, all new opportunities await... 🙂 1 Quote Link to comment Share on other sites More sharing options...
die7 Posted September 18, 2020 Share Posted September 18, 2020 any chance for demonstration of the pre/after re-texturing Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted September 18, 2020 Share Posted September 18, 2020 12 minutes ago, die7 said: any chance for demonstration of the pre/after re-texturing This. I can't imagine the game actually looks that much better. But I'd love to be shown that I'm wrong. As for the image compression, I'm still a fan of the map pack idea, but 40 GB is certainly more tolerable. Quote Link to comment Share on other sites More sharing options...
TeslaDev Posted September 18, 2020 Share Posted September 18, 2020 + to map pack. I like this idea. Quote Link to comment Share on other sites More sharing options...
Rocky Posted September 18, 2020 Share Posted September 18, 2020 Sounds like progress. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Author Share Posted September 18, 2020 Guys, for the most part we’re talking about AI upscaling of existing textures here, which will not miraculously bring you a new game, but a lot of improvements here and there and, most importantly, an overall much less dated look throughout. Full retexturing is still ongoing, and will go on after the update, but I am only one man, and there are still tens of thousands of textures to work on. Any of you may of course feel free to retexture a map, or even just a single bush or tree. It’s not difficult and can be a lot of fun, but it involves time and effort. Quote Link to comment Share on other sites More sharing options...
die7 Posted September 18, 2020 Share Posted September 18, 2020 (edited) if you would provide HowTo I would to co-work on that I have decent HW which could speed things up..at least I would learn something new Edited September 18, 2020 by die7 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Author Share Posted September 18, 2020 The easiest and often most visually rewarding retexturing can be done for larger surfaces like ground detail (grass, sand etc.), or walls, floors, ceilings. Do you know how to work in Photoshop? Quote Link to comment Share on other sites More sharing options...
die7 Posted September 18, 2020 Share Posted September 18, 2020 I am not a profi but I can do some things there Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 18, 2020 Author Share Posted September 18, 2020 So what’s holding you back? Get going! 🙂 Quote Link to comment Share on other sites More sharing options...
die7 Posted September 18, 2020 Share Posted September 18, 2020 my own mod, after that I would maybe have time but actually I have planed to work on 3d max and create levels 2 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 19, 2020 Author Share Posted September 19, 2020 Fair enough. 🙂 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 22, 2020 Author Share Posted September 22, 2020 New VRAM budgeting will lead to various changes. So much more to consider now. Characters and equipment gobble up a huge amount of video memory, due to their sheer number in some missions and game types. Will have to do something about that. DXT compression can help, but in some cases the image quality just suffers too much, so it’s not a cure-all solution. 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 23, 2020 Author Share Posted September 23, 2020 So, after days of calculations the VRAM budget works in theory. Will have to try and see if the maths adds up in-game. Please keep your fingers crossed! 1 Quote Link to comment Share on other sites More sharing options...
Rocky Posted September 23, 2020 Share Posted September 23, 2020 Fingers are crossed! 1 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted September 24, 2020 Share Posted September 24, 2020 ears twitch I hear someone needs map retextures!! 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 24, 2020 Author Share Posted September 24, 2020 Let‘s talk. 🙂 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 25, 2020 Author Share Posted September 25, 2020 Things are getting more and more interesting. 🙂 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted September 25, 2020 Share Posted September 25, 2020 Interesting how? Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 25, 2020 Author Share Posted September 25, 2020 Still learning what this old game can do. Loads of under-the-hood changes incoming. Lots of new dev notes, too. We have pz3 returning to GR modding (and 3dsm modeling - this WILL get interesting indeed), and it looks like Zee is rejoining our GR modder ranks, too. Oh yes, things are getting a lot more interesting. Meanwhile, HU has passed the 80 GB mark, but I plan for at least one „light“ version (~ 20 GB) for those with limited bandwidth or low on disk space. Quote Link to comment Share on other sites More sharing options...
Rocky Posted September 25, 2020 Share Posted September 25, 2020 LOL, this is snowballing, NICE! 1 Quote Link to comment Share on other sites More sharing options...
_LEON_ Posted September 26, 2020 Share Posted September 26, 2020 Hi Apexmods, I can see that you are focusing on texture qualities. But I just wanted to ask if there will be any modified tweak or upgrade on weapon view or third person's view. I use richard's modification now and it's great, but you know I think there's a bit difference between my sight and the character's sight. Sort of like..where I can see and shoot, the character cannot shoot or see actually because they are blocked by wall. I wish I could make one of those tweaks but I don't know where to start. Bit of C# and python is all I can do as a coder. Quote Link to comment Share on other sites More sharing options...
ApexMods Posted September 26, 2020 Author Share Posted September 26, 2020 This is not really my expertise, as I don’t use altered game cams, but here’s what I can tell you. Richard‘s FOV mods where created with Cheat Engine, which allows injecting altered code into the memory space of a running executable (that‘s why such a mod often gets flagged as virus / trojan horse). Cheat Engine doesn’t really require any programming knowledge, but changing e.g. game camera perspective involves a lengthy process of finding the memory registers where the POV is stored and then changing its contents until you find the perspective you want. A good place to start would be to run Cheat Engine during (single player) gameplay and look what happens when using the “official” way to switch cameras in GR’s “observer mode”, which is done with respective key bindings (by default F2 to toggle observer mode, then F1 to switch cameras). It’s not a trivial undertaking, and IIRC Richard spent a lot of time adding more than just a new default FOV, but also new perspectives for leaning / peeking etc. Quote Link to comment Share on other sites More sharing options...
_LEON_ Posted September 26, 2020 Share Posted September 26, 2020 17 minutes ago, ApexMods said: This is not really my expertise, as I don’t use altered game cams, but here’s what I can tell you. Richard‘s FOV mods where created with Cheat Engine, which allows injecting altered code into the memory space of a running executable (that‘s why such a mod often gets flagged as virus / trojan horse). Cheat Engine doesn’t really require any programming knowledge, but changing e.g. game camera perspective involves a lengthy process of finding the memory registers where the POV is stored and then changing its contents until you find the perspective you want. A good place to start would be to run Cheat Engine during (single player) gameplay and look what happens when using the “official” way to switch cameras in GR’s “observer mode”, which is done with respective key bindings (by default F2 to toggle observer mode, then F1 to switch cameras). It’s not a trivial undertaking, and IIRC Richard spent a lot of time adding more than just a new default FOV, but also new perspectives for leaning / peeking etc. Thank you for the reply. I think I might give it a try. Might take a while... So excited. 1 Quote Link to comment Share on other sites More sharing options...
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