Texture pack
Moderator: Staff
Texture pack
[NEO]Vortex has been working on a high resolution texture pack for the various objects in the game. The first version will be released shortly.
Images that show some of the new textures (mainly the new Mecc base textures) can be found at at http://vort.thenewfrontier.net/mod/
Images that show some of the new textures (mainly the new Mecc base textures) can be found at at http://vort.thenewfrontier.net/mod/
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- Reg the Smooth Operator
- Posts: 593
- Joined: Tue Aug 19, 2003 4:29 am
- Location: Omnipotent
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- Reg the Smooth Operator
- Posts: 593
- Joined: Tue Aug 19, 2003 4:29 am
- Location: Omnipotent
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- Evil Smartie Genious
- Posts: 231
- Joined: Fri Jun 17, 2005 6:12 am
right now it changes:
enhanced water's look
most of the mecc base (screenshots in the OP)
various things around MvM1 and 2 Example
explosions/effects Example
crosshairs (higher res, however exactly like the originals) Example
and the "weapon slots" hud has been changed, I was originally planning on redoing the entire hud but I was lazy... maybe in the next version
install it, host or join an MvM game and mess around with all the weapons (except the sniper) you'll notice new stuff. I hope you like it, and please actually read the readme.
enhanced water's look
most of the mecc base (screenshots in the OP)
various things around MvM1 and 2 Example
explosions/effects Example
crosshairs (higher res, however exactly like the originals) Example
and the "weapon slots" hud has been changed, I was originally planning on redoing the entire hud but I was lazy... maybe in the next version
install it, host or join an MvM game and mess around with all the weapons (except the sniper) you'll notice new stuff. I hope you like it, and please actually read the readme.
Last edited by [NEO]Vortex on Tue Jun 28, 2005 9:57 pm, edited 1 time in total.
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- Evil Smartie Genious
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- Evil Smartie Genious
- Posts: 240
- Joined: Mon Aug 11, 2003 6:37 pm
Or you can turn on anisotropic filteringDue to the textures being mich larger and much sharper, sometimes textures will appear to "shimmer" when you move while looking at the object(s).
This is because Giants' MIP-mapping is not working properly, and is an unavoidable engine limitation. To enabled MIP-mapping, you must alt-tab after joining a game in full screen mode then go back into Giants to "restore" the textures. This will seem to apply a slight blur to all textures, but what it's actually doing is using smaller resolution textures created and stored in memory when the textures are being "restored"
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- Evil Smartie Genious
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I've never seen anything other than this happen with anisotropic filtering enabled, on two different computers with a GeForce 6800 GT and a Radeon 9700 Pro with newish drivers. Even if it does help reduce the shimmering (which it doesn't seem to for me, though maybe you've had better luck with it than I have) the trade-off in image quality simply isn't worth it. Believe me, we've tried everything we can think of to stop this from happening, but alt tabbing is the best solution we've come up with thus far.
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- Evil Smartie Genious
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- Joined: Mon Aug 11, 2003 6:37 pm
Anisotropic filtering seems to work just fine for me, and in a way that it actually does what it's supposed to do.
There shouldn't be any "trade-off in image quality", as anisotropic is only supposed to increase image quality.
I have seen errors such as these though (only in Giants) caused by anisotropic filtering, but turning it on may be a solution to some people.
ps. I have a radeon 9800 pro
There shouldn't be any "trade-off in image quality", as anisotropic is only supposed to increase image quality.
I have seen errors such as these though (only in Giants) caused by anisotropic filtering, but turning it on may be a solution to some people.
ps. I have a radeon 9800 pro
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- Evil Smartie Genious
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- Joined: Fri Jun 17, 2005 6:12 am