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1024 or 2048 textures for the cahracters faces.

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    1024 or 2048 textures for the cahracters faces.

    Hello!

    A mod that changes the face textures on the characters to 1024 or 2048 textures. Would be very nice if this could be done.

    Thanks.

    #2
    I agree if you mean the textures that are already in the game. All the textures are 2048x2048(including my own custom ones) and the game still renders them low res , probably for performance standards. But I think there should be a mut that allows us with strong pcs to see Epic's work and OUR work at full detail instead of pixelated messes with no specular or cubemaps.

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      #3
      I support uber graphics.

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        #4
        Originally posted by EvilEngine View Post
        I agree if you mean the textures that are already in the game. All the textures are 2048x2048(including my own custom ones) and the game still renders them low res , probably for performance standards. But I think there should be a mut that allows us with strong pcs to see Epic's work and OUR work at full detail instead of pixelated messes with no specular or cubemaps.
        UnrealEngine3 must "cook" all the game files and when the Engine "cooks" the files, it checks trough them and scale them down (if they have been modded) so that they can work with the PS3 aswell or maybe because they don´t want the Pc-version to crush the PS3-version in graphics, it already does.
        I hope there´s a way to surpass the "cook"-check.

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          #5
          Originally posted by SebastianO View Post
          UnrealEngine3 must "cook" all the game files and when the Engine "cooks" the files, it checks trough them and scale them down (if they have been modded) so that they can work with the PS3 aswell or maybe because they don´t want the Pc-version to crush the PS3-version in graphics, it already does.
          I hope there´s a way to surpass the "cook"-check.
          Thanks for explaining how this works as I kinda wondered what was happening "behind the scenes" with the models. As you said I hope a way to work around this issue can be found and implemented

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            #6
            Originally posted by FalseEmperor View Post
            Thanks for explaining how this works as I kinda wondered what was happening "behind the scenes" with the models. As you said I hope a way to work around this issue can be found and implemented
            My pleasure, hopefully EPIC themselves makes an update that takes away the "cooking"-check when the mod/tweak is meant to be for PCs only.
            They should make a little box that says "PS3 compatible" and if you tick on that box, then the engine should make a "cooking"-check. If you choose to not tick on that "PS3 compatible" box then the engine shouldn´t do a "cooking"-check.

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              #7
              I'm sure if you set these lines in the INI higher, the game would display them higher.

              TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize= 1024,LODBias=1)
              TEXTUREGROUP_CharacterNormalMap=(MinLODSize=128,Ma xLODSize=512,LODBias=1)
              TEXTUREGROUP_CharacterSpecular=(MinLODSize=128,Max LODSize=512,LODBias=1)

              You also have to take into account both the video card and the directx mip-mapping that is going on when textures are presented for renderring.

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                #8
                Originally posted by ummester View Post
                I'm sure if you set these lines in the INI higher, the game would display them higher.

                TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize= 1024,LODBias=1)
                TEXTUREGROUP_CharacterNormalMap=(MinLODSize=128,Ma xLODSize=512,LODBias=1)
                TEXTUREGROUP_CharacterSpecular=(MinLODSize=128,Max LODSize=512,LODBias=1)

                You also have to take into account both the video card and the directx mip-mapping that is going on when textures are presented for renderring.
                Changing those lines will lead to a game crash.

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                  #9
                  If you notice mine are different from what the engine created and I haven't crashed once yet.

                  You can change them but if you put them too big the graphics card will run out of memory and could crash. Just make sure you only use true power of 2 texture values.
                  2,4,16,32,64,128,256,512,1024,2048,4096. Anything else will crash it.

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                    #10
                    Originally posted by ummester View Post
                    If you notice mine are different from what the engine created and I haven't crashed once yet.

                    You can change them but if you put them too big the graphics card will run out of memory and could crash. Just make sure you only use true power of 2 texture values.
                    2,4,16,32,64,128,256,512,1024,2048,4096. Anything else will crash it.
                    I will try again. Very strange that the engine would crash just because my graphic card runs out of memory, that´s very bad. TES IV: Oblivion with textures mods needed about 900mb graphics memory, but that was no problem even if I had a graphic card with 512mb graphics memory.

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                      #11
                      Originally posted by SebastianO View Post
                      I will try again. Very strange that the engine would crash just because my graphic card runs out of memory, that´s very bad. TES IV: Oblivion with textures mods needed about 900mb graphics memory, but that was no problem even if I had a graphic card with 512mb graphics memory.
                      I didn't mean texture memory. I wrote it wrong. I meant graphics cards may not like having a whole bunch of large textures forced upon them at once. From memory Oblivion, even when forced to highest settings, only used 2048 and 4096 maps for the world normals and sky boxes. Character textures didn't go bigger than 1024.

                      Regardless, if your graphics card runs out of memory, your whole PC will probably crash

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