Texture smoothing (Mipmaps).
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Texture smoothing (Mipmaps).
Is there any way to enable THPS3 to use mipmaps?
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Re: Texture smoothing (Mipmaps).
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.
Newer games textures are a form of mipmaped images where each img within the texture represents a mip level.
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.
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Re: Texture smoothing (Mipmaps).
http://www.chapter-3.net/thps3/site/dis ... =19&t=2806
"...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."
"...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."
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Re: Texture smoothing (Mipmaps).
I believe they edited the images themselves.
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.
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Re: Texture smoothing (Mipmaps).
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
- 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
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Re: Texture smoothing (Mipmaps).
Thank you.
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Re: Texture smoothing (Mipmaps).
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?
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?
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Re: Texture smoothing (Mipmaps).
Did that.
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Re: Texture smoothing (Mipmaps).
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.
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.
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Re: Texture smoothing (Mipmaps).
I wonder what the issue is then?
Card: GeForce 8600 GT
OS: Win 7 Ultimate x64
Other notes: Levelmod 4.1 is installed
Card: GeForce 8600 GT
OS: Win 7 Ultimate x64
Other notes: Levelmod 4.1 is installed
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Re: Texture smoothing (Mipmaps).
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.
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 and batch replacing it with
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
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
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
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