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ApexMods

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Everything posted by ApexMods

  1. 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.
  2. Good to see you return, pz3. Looking forward to some awesome new models for GR from you! 🙂
  3. The unlocked*.xml keep track of what is unlocked for quick missions, while each campaign state is saved in *.csf files.
  4. Thanks, wombat. Really got to play with this soon. Sounds great!
  5. Got to admit have not tried exporting yet. Import works fine though. 🙂
  6. From what I hear, GR shouldn’t be a problem at all, no matter which Windows you run. For 3dsm I use a Virtualbox VM I can export for you, if you’d like.
  7. Well, it’s been over three months, and you’re the only one responding, so that makes you the official spokesperson! 😬
  8. Thanks, Alex. I’ll have to dive back into your SDK. Your plugins require a specific hex editor, IIRC? Wombat, you’ve been using it, right? May have to pick your brain about it.
  9. I really wish someone like AlexKimov would reverse-engineer a tool to strip lighting out of a map file. That would help a ton. Getting rid of hard-coded surface properties in the process would be a nice feat, too. 🙂
  10. So what’s holding you back? Get going! 🙂
  11. 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?
  12. Yes, sadly the lightning tool won’t work well on lit maps, so you’re limited to small changes there. Picking a good skybox and altering darkmaps, grounddm, and of course fog is mandatory, and it can lead to great results with some trial and error.
  13. 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.
  14. I am so looking forward to this campaign! If you need anything, please let me know. I may have some spare time. 🤣 But seriously, would gladly help.
  15. 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.
  16. Compression commencing... What a ride! DXT should be able to bring HU‘s install size down to around 40GB again. With the loading issue solved, that makes it a no-brainer, even with slightly degraded image quality. If I put the non-compressed maps in a separate download as an add-on mod, together both mods would take up about 100GB installed, but as that would be optional, people could decide if they want to spend the extra disk space. Sounds good?
  17. Yep, there’s a way to load DXT quicker. Hang on...
  18. The long DXT load times may be a result of an error on my part. Testing some more...
  19. Here‘s a question for you folks. Would you rather have a smaller installed size and wait 3 minutes for each new map to load (while having worse visuals), or free up 80 GB of disk space? I could indeed create two different versions of HU, but the workload would be insane (as usual).
  20. Might as well tell you folks now, that the next HU requires a 64-bit OS, which kinda lets the cat out of the bag... 😎
  21. Well, it’s not really a popularity contest, but yes, it would be possible, and I’ll think about it. Although I don’t like the idea all that much, so I won’t promise anything.
  22. First of all, I’m not blowing up the mod’s size for the sheer fun of it, but to raise visual quality and add valuable content. I’ve looked into DXT compression as an option to reduce the size significantly, but the image quality degraded too much, and the long load times (2-3 minutes for a map) are not justified, IMHO. Of course, downsizing textures allows for a smaller, “more accessible” mod, but then why play HU at all? It’s big, it’s hard, it’s unforgiving. And it tries to capture twenty years of Ghost Recon gaming and modding history, while giving the game a lick of fresh pa
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