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Author Topic: HD / True Color Mod v1.1 (4K Skins)  (Read 73458 times)

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Baja

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #72 on: September 06, 2016, 08:56:10 AM »

Hi again.

Right, I've tried your suggestion of unloading/reloading the mods. I've also amended my conf.ini file as per your previous post. I can get into the game without issue, and can actually see the skins in the dropdown menus of the associated planes, but when I select it, it sits there for a while, then crashes. See my logfile below:

Code: [Select]
[Sep 6, 2016 2:49:07 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon HD 7700 Series
  Version: 4.5.13447 Compatibility Profile Context 16.300.2511.1001
  Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission Records/Intro 04 Ed.trk...
Load bridges
Load static objects
warning: no files : music/crash
WARNING: object 'PaintSchemes/Cache/Fw-190A-8/skin1o.tga' of class 'TTexture2D' not loaded

Any ideas?

On the up side, I've just run the CarsMaster's water mod, and it works. So just need to figure out why my aircraft skins won't load.
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SAS~Storebror

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #73 on: September 06, 2016, 09:26:34 AM »

The 190A-8 skin is a 4K² one, this might be just too much for your graphics card.
Did you try to select one of the 2048 skins, e.g. from the Spit VIII?

I would also expect the log not to end suddenly with no error.
Modact 5 contains the "Instant Log Mod", so there should be an error in the log when the game crashes...

Best regards - Mike
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SAS~Tom2

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #74 on: September 06, 2016, 09:42:50 AM »

BTW if all fails and you cannot run the High Rez mod properly on your system, you can always try the "Easy" DII version mod by carsmaster:
https://www.sas1946.com/main/index.php/topic,14789.0.html

But remember: Backup anything...you replace.

Long time not installed the high rez mods, but since my last HD crashed I find myself playing with it again. Another tip:
If you want an install with already many mods available from scratch including wonderful new maps etc...go for either C.U.P.

or the vpmodpack.

For a comprehensive version from WWI to jets I'd maybe use C.U.P., not sure how the vpmodpack handles High Rez skins and maps.


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Baja

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #75 on: September 06, 2016, 09:47:54 AM »

Tried Spit VIII, and default 1 skin. Crashed. This is the contents of the logfile:

Code: [Select]
[Sep 6, 2016 3:43:49 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon HD 7700 Series
  Version: 4.5.13447 Compatibility Profile Context 16.300.2511.1001
  Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission Records/Intro 04 Ed.trk...
Load bridges
Load static objects
Time overflow (1346): speed 0.95087165
warning: no files : music/crash
WARNING: object 'PaintSchemes/Cache/SpitfireMkVIII/skin1o.tga' of class 'TTexture2D' not loaded

I'll try the light version...
Logged

Baja

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  • Posts: 14
Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #76 on: September 06, 2016, 10:10:08 AM »

BTW if all fails and you cannot run the High Rez mod properly on your system, you can always try the "Easy" DII version mod by carsmaster:
https://www.sas1946.com/main/index.php/topic,14789.0.html

But remember: Backup anything...you replace.

Long time not installed the high rez mods, but since my last HD crashed I find myself playing with it again. Another tip:
If you want an install with already many mods available from scratch including wonderful new maps etc...go for either C.U.P.

or the vpmodpack.

For a comprehensive version from WWI to jets I'd maybe use C.U.P., not sure how the vpmodpack handles High Rez skins and maps.


oooh, I've seen this CUP stuff here and there, but never figured out what it is. Would I use this instead of SAS Modact? So go back to my vanilla install of il 1946 4.12.2m, then install CUP as a mod? Will it include all the hi-res graphics I'm after? Is it fairly simple to do? I've had a quick look, and it talks about lots of different packages for different stages of history - I'm only interested in WW2 stuff at the moment.
Logged

PencilStorm

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #77 on: July 21, 2017, 08:28:34 AM »

Hey is it compatible with VP modpack as well?
Logged

SAS~Storebror

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  • Taking a timeout
    • STFU
Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #78 on: July 21, 2017, 09:46:31 AM »

Sure thing 8)
Logged
Don't split your mentality without thinking twice.

gRicher3798

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  • Posts: 20
Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #79 on: January 02, 2018, 04:31:15 AM »

The game does not display the 4096 skin, but the game does not crash. Log file:
Code: [Select]
[02.01.2018 9:30:56] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 9600 GT/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 640x403
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE4)
[x] 3D (SSE4)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
java.lang.ClassNotFoundException: com.maddox.il2.objects.weapons.Fuze_generic_LongDelay
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombJetManNuke.<clinit>(BombJetManNuke.java:22)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombGunJetManNuke.<clinit>(BombGunJetManNuke.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.ObjIO.classForName(ObjIO.java:133)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:294)
at com.maddox.il2.objects.air.Jetman.<clinit>(Jetman.java:236)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1593)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Error during Weapon Slot initialization at weapons entry 2xGunpods_2xFrags
Error during Weapon Slot initialization at weapons entry 2xGunpods_2xFrags

........>

Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 8

ERROR file: File dosturmolog not found
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Erich_Rudorffer.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Franz_Eisenach.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Franz_Eisenach_early.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Gerhard_Thyben.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Hans-Joachim_Kroschinski.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Heinz_Wernicke.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Helmut_Wettstein.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Otto_Kittel.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Otto_Kittel_A8_late.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/$Otto_Kittel_late.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BLAU_Fw190a8Maximowitzbl.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Fw190A8_IIJG1_generic_black-spinner.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Fw190A8_IIJG1_Yellow6.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Fw190A8_IIJG26_Black13_Priller.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Fw190A8_IIJG26_generic_DDay.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Fw190A8_IIJG2_generic.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/BoE_Generic_A8.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/KearlyA8.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/KsummerA8.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/KwinterA8.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_9jg2A5.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_anton_mader.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_DickfeldJG2.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_dietrich_wickop.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_druschel_a4.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_FW190-A5-1.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_Fw190a8Maximowitzbl.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_grapenthinA9.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_lamberta5.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_phillipF2.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_schg1_f2.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_schwarzesE.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_trautloft190winter.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_viktorherrmannjg300.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/OB_weisse17.bmp height=512 width=512 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp height=4096 width=4096 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Fw-190A-8/Void.bmp height=1024 width=1024 bpp=8
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils loadDefaultTexture
BmpUtils createEmptyBmp
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Cache/placeholder/empty.bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils empty TGA creation succeeded.
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 1024, target size: 4096).
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 2048, target size: 4096).
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils loadDefaultTexture
BmpUtils createEmptyBmp
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Cache/placeholder/empty.bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils empty TGA creation succeeded.
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 1024, target size: 4096).
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 2048, target size: 4096).
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils loadDefaultTexture
BmpUtils createEmptyBmp
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Cache/placeholder/empty.bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils empty TGA creation succeeded.
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 1024, target size: 4096).
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 2048, target size: 4096).
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/OB_weisse17.bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils loadDefaultTexture
BmpUtils createEmptyBmp
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Cache/placeholder/empty.bmp s1=3do/plane/Fw-190A-8(Beta)/summer s2=PaintSchemes/Cache/Fw-190A-8
BmpUtils empty TGA creation succeeded.
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 1024, target size: 4096).
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 2048, target size: 4096).
[02.01.2018 9:31:51] -------------- END log session -------------

Max RAM size: 256 MB

Conf.ini: [url]https://pastebin.com/T1KsKxZQ[\url]

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bomberkiller

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #80 on: January 02, 2018, 05:43:12 AM »

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FAC N° 9 ...cheers mein Schatz

SAS~Storebror

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #81 on: January 02, 2018, 06:20:25 AM »

640x403 pixel screen resolution.
I see.
Mind if I dump that post, "gRicher3798"?

Cheers!
Mike
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Don't split your mentality without thinking twice.

gRicher3798

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #82 on: January 02, 2018, 06:46:10 AM »

Do I need to enable full screen mode?
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Mick

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Re: HD / True Color Mod v1.1 (4K Skins)
« Reply #83 on: January 02, 2018, 06:50:03 AM »

... Whereas traditional HD is limited to 1920 vertical columns and 1080 horizontal rows of pixels (1920x1080), Ultra HD or 4K has a total resolution of 3840 pixels by 2160 ...

You are currently using 640x403 ...  :D
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