Texture smoothing (Mipmaps).

Tony Hawk's Pro Skater 3 mod discussion.
LedIris
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Texture smoothing (Mipmaps).

Postby LedIris » Mon Apr 16, 2012 11:38 pm

Is there any way to enable THPS3 to use mipmaps?
WhoElseButMe
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Re: Texture smoothing (Mipmaps).

Postby WhoElseButMe » Tue Apr 17, 2012 1:49 am

From my understanding the files are in plain png/bmp neither would work properly with multiple images.
Newer games textures are a form of mipmaped images where each img within the texture represents a mip level.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Tue Apr 17, 2012 2:12 am

http://www.chapter-3.net/thps3/site/dis ... =19&t=2806

Image

"...there is way to enable filtering, but it looks then like thug2 and HD feeling is losing totally also it doesn't work when textures are packed in tdx."
WhoElseButMe
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Re: Texture smoothing (Mipmaps).

Postby WhoElseButMe » Tue Apr 17, 2012 1:07 pm

I believe they edited the images themselves.
Image
WhoElseButMe on Nov 26, 2009 wrote:It's that lack of respect amongst their peers and ignorance towards modding etiquette that keeps us who know this stuff well from spreading it like wild fire. We do still enjoy playing the game and if you need to cheat to play a game PLAY SOMETHING ELSE YOU DON'T SUCK AT.
Demo
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Re: Texture smoothing (Mipmaps).

Postby Demo » Tue Apr 17, 2012 9:31 pm

to enable filtering
- extract textures from tdx
- convert to png
- place all textures in same folder where bsp file is

unfortunately some textures crash game so it will work only for smaller maps. canada works without 2 textures. airport do not even recognize half of it.

also obviously it have sense for HD conversions only
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Tue Apr 17, 2012 10:26 pm

Thank you.
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Tue Nov 27, 2012 6:27 am

I stopped a while ago, but I decided to work at it again.

I got the textures extracted and running(picking out the ones that crashed the game), but I am not noticing any mipmaps, is there anything else I need to do, or am I doing something wrong?
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Wed Nov 28, 2012 12:27 am

Yes.
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Wed Nov 28, 2012 2:03 am

Did that.
Demo
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Re: Texture smoothing (Mipmaps).

Postby Demo » Wed Nov 28, 2012 3:18 am

if tdx file is in folder, it forces texture reading from tdx, even if properly named pngs are there as well.
tdx implementation doesnt support filtering. png is filtered by default.
it wont be filtered only if there are bypass flags in bsp (which canada doesnt have)

basically it means that if you see textures and they are not filtered - you have can.tdx in folder.
to know if game is using pngs, you can always edit texture and check if it changed in game.
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Wed Nov 28, 2012 4:35 am

I wonder what the issue is then?

Image

Card: GeForce 8600 GT
OS: Win 7 Ultimate x64
Other notes: Levelmod 4.1 is installed
Demo
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Re: Texture smoothing (Mipmaps).

Postby Demo » Wed Nov 28, 2012 4:40 pm

i see, i actually had fixed version. here's how to fix:

search in hex any texture name and you'll find something like this.

Code: Select all

002bdfb8  01 00 00 00 04 00 00 00 10 03 00 00 02 11 01 00 02 00 00 00 14 00 00 00
002bdfd0  10 03 00 00 43 61 6e 5f 43 6c 6f 75 64 30 31 5f 33 32 2e 70 6e 67 00 00
002bdfe8  02 00 00 00 04 00 00 00 10 03 00 00 00 00 00 00 03 00 00 00 28 00 00 00


these bytes 02 11 01 00 are texture flags. they should be 06 11 00 00 to enable filtering and allow png reading. what you'll have to do is to change every possible variant to 06 11 00 00.

start with copying

Code: Select all

01 00 00 00 04 00 00 00 10 03 00 00 02 11 01 00 02 00 00 00
and batch replacing it with

Code: Select all

01 00 00 00 04 00 00 00 10 03 00 00 06 11 00 00 02 00 00 00


these extra bytes are copied to make sure that you dont overwrite some other value accidentaly.

most common value is 02 11 01 00, though there may be others, so here's each byte's possible value, just in case if after replacing 02 11 01 00 you'll find that something is flickering.

1st - 0-6
2nd - 0-3 or 11
3rd - 0-1
4th - always 0
LedIris
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Re: Texture smoothing (Mipmaps).

Postby LedIris » Thu Nov 29, 2012 5:01 am

I was wondering if you forgot to post something along the lines of that. :loll:

I got it to work now, I took some screenies:

No Mipmaps
Image
Mipmaps
Image
Mipmaps + Anisotropic filtering
Image
Mipmaps + Anisotropic filtering + Anti aliasing
Image

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