Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Visual Mods => Topic started by: SAS~Storebror on March 10, 2013, 11:15:09 AM

Title: High Resolution / True Color Textures Mod v1.0
Post by: SAS~Storebror on March 10, 2013, 11:15:09 AM
Hi Folks,

this is the "High Resolution / True Color Textures Mod" Package. This is the release version of the WIP mod posted here (old WIP thread): http://www.sas1946.com/main/index.php/topic,28127.0.html
It enables you to use Textures with HD resolutions (currently max. 2048 x 2048 pixels, 4096 x 4096 on your own risk) and true color, even for custom aircraft skins from the "PaintSchemes" folder.
A big hand to carsmaster for his permission to include his high res DLLs into this mod package and to Glynn (SAS~GJE52) for providing sample custom skins for some Spitfires in HD!

Please find the first public Release version v1.0, for download below:

High Resolution True Color Texture Mod Package v1.0 (http://www.mediafire.com/?of0h3g3b39wggpy) (Mediafire)
High Resolution True Color Texture Mod Package v1.0 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1634) (Mission4Today)

The regarding Manual can be found here:
High Resolution True Color Texture Mod Manual (http://www.mediafire.com/view/?zjco6j5y4htaj4n) (Mediafire)

This mod is supposed to be compatible with any game version from 4.09m onwards, regardless which modpack (DBW, UP, HSFX, SAS Modact, Histomod, whatever else) you use.

Credits:

Readme:
Code: [Select]
*****************************************************************************
*                                                                             *
*                 True Color / High Resolution Texture Mod                    *
*                                                                             *
 *****************************************************************************

Installation:

Extract the contents of this package to your IL-2 game folder.
Run JSGME to enable mod contents.
The mod consists of two mandatory parts:

1.) The high resolution Texture DLLs.
    Enable either "full" or "light" version depending on your requirements
    and PC performance/capabilities.
2.) True Color Texture Mod.
    Enable the version corresponding to your game version.
   
Additionally there are optionally available Sample HD aircraft skins which
you can enable too if you wish.

*******************************************************************************

Compatible IL-2 Game Versions:

All.

*******************************************************************************

Credits:
HD Texture DLLs (il2_core.dll and il2_corep4.dll) by carsmaster. A big hands to
carsmaster for his HD texture DLLs which made this mod package possible at all.
True Color Texture Mod by SAS~Storebror.
Sample HD skins by SAS~GJE52.
Original game files by 1C/Maddox.

*******************************************************************************

                     Enjoy and redistribute FOR FREE!

Bug reports welcome, skinners most welcome ;)
Please RTFM before you report any bugs. Thank you very much!

Best regards - Mike

(http://www.sas1946.com/images/imageshit/img845/1608/p51a1.png)

(http://www.sas1946.com/images/imageshit/dead/dead.gif)

(http://www.sas1946.com/images/imageshit/img248/5192/262a1a2.png)
Title: Re: High Resolution / True Color Textures Mod
Post by: Yeager_1946 on March 10, 2013, 11:54:02 AM

This is most excellent!  ;D

Thank you very much for this great mod, Storebror, Carsmaster and everyone else involved!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 10, 2013, 11:57:27 AM
congrats on the first public release of this great mod!
i'm proud of all who have worked on this, it really adds new life to our old sim.  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: Gamekeeper on March 10, 2013, 01:16:22 PM
Mirror added at M4T (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1634) thanks to all for this update.
Title: Re: High Resolution / True Color Textures Mod
Post by: hguderian on March 10, 2013, 02:24:59 PM
Many thanks for your work!!!

Regards!

P.s. Now I'm a little bit confused about the various carsmaster's dll versions: is included in this last one version the "Light in the IL2" mod (http://www.sas1946.com/main/index.php/topic,14789.0.html)?

 
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 10, 2013, 02:39:41 PM
...P.s. Now I'm a little bit confused about the various carsmaster's dll versions: is included in this last one version the "Light in the IL2" mod (http://www.sas1946.com/main/index.php/topic,14789.0.html)?
there are some functions which work only at versions 4 09 or 4 10 1.
In "Light" it is necessary to use EVERYTHING! ! ! 4 DLL files.
You make all other experiments at own risk.
If it is necessary for you simplicity, use
High Resolution/True Color Textures Mod
Probably then I will update(bug fix, more FPS) also "Light", but it all the same won't work as a set at versions higher than 4 10 1.
"Light" is the version for "gourmets" ;D
Excuse for my bad English

EDIT

I recommend to make experiment to use from
Light in the IL2 (beta) my Sun.tga  file of 2048x2048 pixels in size.
Way to the file:
Maps \_ Tex\Sun\Sun.tga

And my files
glare01.tga_asis  and  glare02.tga_asis(2048x2048 pixels)
Way to the file:
effects\sunglare\glare01.tga_asis  and glare02.tga_asis
Title: Re: High Resolution / True Color Textures Mod
Post by: hguderian on March 10, 2013, 02:48:56 PM
Thank you carsmaster :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Tofolo on March 10, 2013, 02:50:25 PM
Thanks a lot for your work, Carsmaster!
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Willy on March 10, 2013, 03:13:37 PM
Is there any difference between this release version and the WIP version? Should I download and installing this new version or it doesnt worth?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 10, 2013, 03:19:18 PM
Is there any difference between this release version and the WIP version? Should I download and installing this new version or it doesnt worth?
I recommend to use this version.
This version has fixes little bugs.
A little more FPS.
There is still a "light"( the easy)version.
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on March 10, 2013, 04:01:25 PM
I have a small question about the 4096 x 4096 textures,what exact resolution size do they have to be for skins?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 10, 2013, 05:32:08 PM
I reworked Skippers first post in the "Light in the IL2" topic to have carsmasters latest versions available on the first glance.

http://www.sas1946.com/main/index.php/topic,14789.0.html (http://www.sas1946.com/main/index.php/topic,14789.0.html)
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on March 10, 2013, 07:05:24 PM
I have a small question about the 4096 x 4096 textures,what exact resolution size do they have to be for skins?

The answer would be... 4096x4096  ;)
but why so BIG a skin?
I believe the actual 3d-game model can only show so much in size and for it to be using a high-resolution 4096x2 skin is not
that necessary. But if you are willing to go to such an effort and paint from scratch a skin-template and skins,
go for it and see what happens.
Remember that "re-sizing" a 2048x2048 skin to be bigger will not be a good solution.
It must be a completely new 4096x2 skin-template done from scratch, all new lines, all new rivets and all new interior parts.
As for me, I will not do any 4096 skins in the future. Its just too much for my computer to handle such a load and still keep
a good FPS rate on everything that is going around in the game. What I really need is a super computer.
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on March 10, 2013, 10:33:35 PM
I really wasn't planning on going that high either max,and I know they would have to be 4096x2 I was wondering about dpi and Bit Depth.Could they be lets say 32 Bit Depth I wonder?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 10, 2013, 11:13:59 PM
I have a small question about the 4096 x 4096 textures,what exact resolution size do they have to be for skins?
Now (in this version) of is accessible using a 512, 1024, 2048, texture of the skin of the Earth, objects, aircraft.
Use 4096 will be in the following version.
The plane in 4096 pixels of skin looks perfectly.
Earth in 4096 pixels textures looks perfectly.
Yes there is a lot of work for the artist!
It for the real judges and gourmets.


Author of it of skin MAGNIFICENT artist!

(http://www.sas1946.com/images/imageshit/dead/dead.gif) (http://www.sas1946.com/images/imageshit/dead/dead.gif)

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on March 11, 2013, 12:14:13 AM
Mirror added at M4T (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1634) thanks to all for this update.
Hi Gamekeeper, thanks for the mirror!
Lazy me, I always think of adding the mods to M4T until it's really time to, then I forget :-[
Sorry for not uploading it straight to M4T.
I've added your link to the first post.

Thanks again and best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: Gumpy on March 11, 2013, 12:17:19 AM
48Mb after exporting with Bright though way to heavy,I'm with Max on this one for now I'll stick to the 2048x2 format.Thanks carsmaster that answered my question.
Title: Re: High Resolution / True Color Textures Mod
Post by: karla on March 11, 2013, 04:08:49 AM
Thank you for this highly accomplished improvement to IL-2.
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 12, 2013, 01:47:39 PM
o m FFFFFFFFF g.
Title: Re: High Resolution / True Color Textures Mod
Post by: Typhoon Ib on March 12, 2013, 02:09:55 PM
10 symbolic euroes for a set of Focke Wulf skins in 4096square.
30 for a set of skins for the Mitchell C, D, J1, J22
50 balls for a set of 109 skins, series E, F, G2

shut up and take my money!! ;D

 ??? ???

This is awesome. Hair in the neck is standing up. This is visual Porn. This is...........
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 13, 2013, 06:15:00 AM
I had to experiment quite a lot before hitting on the right combination of dll's to get the 2048 textures working.

But in the end, it was just the light dll's that made the difference. They were the ones I needed to get it all to work. It might very be that the working or not working of the mod is related to your processor and graphics card. If so, then it will be difficult to set up a definitive protocol for installation. Modders don't have a Research and Development budget equal to that of corporations ... though they often do come up with better solutions if you ask me ...  :) ;) :D

I've found that drops in frs, have not come from the 2048 texture mods and dll's, but from other mods that I've installed from time to time, such as the far distance mod, groundsmokepuffs, guncam tracers etc etc ... these and others have been the real frs killers in my install.

One of the great features of Il-2 is the possibility of installation of multiple copies that will all work. I usually have a virgin clean copy on hand, used just to try out difficult mods ...
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 13, 2013, 06:42:28 AM
Modders don't have a Research and Development budget equal to that of corporations ... though they often do come up with better solutions
if you ask me...

Very good answer.
Maybe someone wants to create a campaign to fund this campaign and to complete
scientific studies?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 13, 2013, 07:05:48 AM
...thanks guys, i certainly wasn't expecting some miracle to happen...
Use default Dlls.

I already wrote here:

THE PROJECT IS CLOSED.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 13, 2013, 07:11:29 AM
carsmaster, i assume that simply means the mod won't work for me.
in that case, that's all i needed to know.
thankyou. problem solved.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 13, 2013, 10:26:34 AM
carsmaster, i assume that simply means the mod won't work for me.
in that case, that's all i needed to know.
thankyou. problem solved.  ;)



Malone, try these:

http://www.mediafire.com/?673ado65ryc3kly

Thats a mish mash of Carsmaster's and Storebror's work, which I use in HSFX 6, and it's working.


Also, change the value in conf.ini file
Quote
[Render_OpenGL]
TexQual=3
TexMipFilter=3     change to 2    TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0




Don't forget to back up your original files before useing these!  Just in case of a "god forbid" scenario  ;D

Good luck!  :)

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 13, 2013, 10:54:17 AM
avala, thanks
i will give that a try.
so i will continue to work on it over the next few days, thanks everybody.   :)
Title: Re: High Resolution / True Color Textures Mod
Post by: PDelaney on March 13, 2013, 05:59:12 PM
Oh dear...

v4.09m UP2.01

Version 0.90 worked for a while then in QMB I started getting a white skin for every 2048 sample skin in the preview window yet clicking "fly" gave me the correct skin then I got the dreaded memory message whilst trying to open the preview:

IL2 Sturmovik Forgotten Battles il2fb.exe Application Error

The instruction at "0x5ed0530e" referenced memory at "0x0000051c". The memory could not be "read".
Click Ok to terminate the program.

I guessed it might be because I wasn't using the "final" so I reloaded an IL2 backup and downloaded and installed High_Resolution_True_Color_Textures_v1.0

Loading either full or light driver version with samples in JSGME doesn't work - I don't get a choice of any of the 2048 sample skins for selection in the QMB preview so I guess it's a mod too far for me...

Oh well - and I'd just started a 2048 skin too

 :)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 14, 2013, 01:43:35 AM
PDelaney

How many mods do you have installed? You might be getting to the javawall ... especially if you have 4.09 ... if the 2048 skins worked at fist and then after a while not anymore, did you perhaps install anything new in between? A new plane or effect or ship or whatever?
Title: Re: High Resolution / True Color Textures Mod
Post by: gianluca on March 14, 2013, 05:11:44 AM
Hi, just to give Storebr and Carsmasters a feedback and thk them above all, I installed the full mod in Histomod (based on the 409 version but heavily modified) and it works flawlessly!

Regards,

Gianluca
Title: Re: High Resolution / True Color Textures Mod
Post by: PDelaney on March 14, 2013, 07:05:37 AM
Panic over - I didn't enable "True Color Textures for HSFX, Histomod, Ultrapack 2.x and other 'classic' style modded games" in JSGME!

I didn't see the "Ultrapack 2.x and other 'classic' style modded games" part until I was sorting through the jsgmemods folder.

Works fine now

 :)
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 14, 2013, 09:42:57 AM
to PDelaney and gianlucabagatti

Thanks for the info.
I'm glad you enjoy the flight.

Best regards - Sergey.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ribs on March 14, 2013, 11:35:49 AM
Good Day,

I'm using this mod. I also wish to use "Light in IL-2" mod. If I'am understanding this correctly, "Light in IL-2" is not included in this mod. My question is do I deactivate this mod and load the unified "Light in Il-2/High Res/True Color Textures" or continue to use this mod thru JSGME and load "Light in IL-2" in the main DBW folder without the 2 dll's that are included in this mod?

Thanks,
Ribs
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 14, 2013, 11:43:48 AM
Good Day,
I'm using this mod. I also wish to use "Light in IL-2" mod. If I'am understanding this correctly, "Light in IL-2" is not included in this mod. My question is do I deactivate this mod and load the unified "Light in Il-2/High Res/True Color Textures" or continue to use this mod thru JSGME and load "Light in IL-2" in the main DBW folder without the 2 dll's that are included in this mod?
Thanks,
Ribs
I haven't been doing such experiments.  I use a clean version of the mod game.
But ideas need before activating via the JSGME mod "High Res/True Color" Textures delete classes files from  mod "Light in IL-2"
Title: Re: High Resolution / True Color Textures Mod
Post by: Ribs on March 14, 2013, 12:32:19 PM
Good Day,
I'm using this mod. I also wish to use "Light in IL-2" mod. If I'am understanding this correctly, "Light in IL-2" is not included in this mod. My question is do I deactivate this mod and load the unified "Light in Il-2/High Res/True Color Textures" or continue to use this mod thru JSGME and load "Light in IL-2" in the main DBW folder without the 2 dll's that are included in this mod?
Thanks,
Ribs
I haven't been doing such experiments.  I use a clean version of the mod game.
But ideas need before activating via the JSGME mod "High Res/True Color" Textures delete classes files from  mod "Light in IL-2"

Thank you for your reply! What I did was delete the 2 dll's that are common to both the "Light in IL-2" and the High Res/True Color Texture Mod, kept the High Res activated in JSGME and installed "Light.." in DBW and all works like a charm!

Spacibo Vam!
Title: Re: High Resolution / True Color Textures Mod
Post by: SloppyJoe on March 14, 2013, 08:53:49 PM
Awesome stuff!

Those 4096 skins are AMAZING!
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 15, 2013, 08:27:19 AM
A question:

Does this mod enables bigger TGA textures for the maps? (2048px and so on . . . )
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 15, 2013, 09:01:58 AM
A question:

Does this mod enables bigger TGA textures for the maps? (2048px and so on . . . )

You betcha ... it certainly does and it is such an utter improvement that it sometimes knocks your senses away, so nice is the landscape with 2048 textures ...
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 15, 2013, 10:15:14 AM
A question:

Does this mod enables bigger TGA textures for the maps? (2048px and so on . . . )
Yes, maximum texture for maps and skins 2048 pix
4096 pix  for maps and skins will then ....(later)
Can be .... :(
Now I have only a pre-alpha version 4096.
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 15, 2013, 10:27:51 AM
Hehehehe niiiiceee to hear that  ;D

I am getting map making itching again  :P

Thanks guys  :)

Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 15, 2013, 10:37:25 AM
......I am getting map making itching again  :P....

Very, very good.
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on March 15, 2013, 11:06:16 AM
That is good news Avala. 8)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 15, 2013, 11:45:04 AM
maybe time to do that updated Coral Islands map of mine, that's been on the backburner for a few years, lol :D
the good news from my side is that i have solved my ModAct problems with this mod, by using a set recommended to me by Gerax - instantly all problems solved. BIG thanks, mate! :D
it didn't work as well for my buggered DBW install, but the dll set offered by avala seems to have solved those issues, as well!
my extreme gratitude for all the help, and thanks to you all for helping through this rough patch!
and, of course, my thanks to Mike and Sergey for all their work in achieving this milestone mod!
drinks are on me, gents! :D
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 16, 2013, 03:24:07 AM
Malone, try these:
http://www.mediafire.com/?673ado65ryc3kly
Thats a mish mash of Carsmaster's and Storebror's work, which I use in HSFX 6, and it's working.

Avala, one question:
where does the files jgl.dll and pathfind.dll come from?
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 16, 2013, 09:20:34 AM
Malone, try these:
http://www.mediafire.com/?673ado65ryc3kly
Thats a mish mash of Carsmaster's and Storebror's work, which I use in HSFX 6, and it's working.

Avala, one question:
where does the files jgl.dll and pathfind.dll come from?



I'm not 100% sure, but I think that those are from carsmaster's early versions of "light mod" picked up at Dispersalfield forum. Could be also that I have picked them with some other experiment. I'm not even sure if those files do anything in the game, I'm having them all in one folder and using them like that.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 16, 2013, 02:42:43 PM
Thanks Avala!  :)
Title: Re: High Resolution / True Color Textures Mod
Post by: paganizonda on March 16, 2013, 03:29:28 PM
we need 4096 skins , templates and marks for sure

and dev. MAPS

Then FSX can't challenge IL2 !!!

greetings paganizonda
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 17, 2013, 03:16:49 AM
FSX could never challenge IL-2, imho... ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 17, 2013, 03:22:14 AM
Actually now that we have high resolution texture support, a big improvement would be to enable normal maps for aircraft. Even better if environmental mapping could be made to work on aircraft surfaces... but I don't have high hopes of that ever happening. :P
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 17, 2013, 03:22:56 AM
FSX could never challenge IL-2, imho... ;)

Since the first flight sim I bought back in 1992, til now, there has never been another keeper like Il-2.

And for myself this is more remarkable, since after games like Secret Weapons of the Luftwaffe or Pacific Fighters, I vowed never ever again to buy a propeller based flight sim ... without radar you were chasing a pixel on a screen. Il-2 changed all that ...
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 17, 2013, 05:08:25 AM
..., a big improvement would be to enable normal maps for aircraft. Even better if environmental mapping could be made to work on aircraft surfaces...
Yes it is very good.
But unfortunately it is very complex challenge. :(
I would tell - the MIRACLE. ;D
Title: Re: High Resolution / True Color Textures Mod
Post by: hguderian on March 17, 2013, 06:23:45 AM
Thank you Avala...the mixed pack work  fine finally on my HSFX6!

Best Regards
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 17, 2013, 03:52:53 PM
Be aware that with the custom DLL's, reflections on the water seem to be corrupted on some computer configurations. But it is OK with "High Resolution Texture DLLs 'light". At least thats how it is on my computer.
Title: Re: High Resolution / True Color Textures Mod
Post by: FS~Music on March 17, 2013, 09:41:24 PM
So, just to be clear. this mod works in every ver. except 4.11?

I have the two part Bissarabia map down load, which when extracted, I also get error message with second part. tried to get the other DL site, but it came to a dead end.

I did get the La5 2048x2048 to appear in game, I know this because the wings have 2048 written on them. The Spitfire samples in package work as well, as far as I can tell.

***EDIT***
Looks like the spits are not being read as HiRes. the skins are in the folder, but QMB/Aircraft selector only see's the ones that are default.

I searched for this "Light" mod that is mentioned in a few posts, in my Il-2 folder, but could not find anything. There is also some thing about 4 Dll's, which I can see in the Safe Dll's JSGMe folder that came with HSFX. (I am not using HSFX, this is just a game running off Tons 4.11 mod activator). If you open both the regular HiRes and "Light" folders, they both contain versions of the same Dll's, but there are only two of them.

Thanks for the answers in advance.
Title: Re: High Resolution / True Color Textures Mod
Post by: max_thehitman on March 17, 2013, 11:36:28 PM
Just a friendly bump to thank you once again to Carmaster and Mike-Storebror for this superb mod.
I have it working in my game since it came out and with perfect beautiful textures on all my maps. I have added hi-rez texture
package to change all my old maps now.
High-rez trees on all maps and also some nice cool clouds and water-effects copied from my DBW-1916 game install.
Everything is working with the normal version of this mod, not that "light version".
No problems, its all great! Its all good!
THANK YOU!

next I will be experimenting with Carmaster special ground noise-texture
- this mod - http://www.sas1946.com/main/index.php/topic,28331.0.html
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 18, 2013, 01:49:05 AM
next I will be experimenting with Carmaster special ground noise-texture
- this mod - http://www.sas1946.com/main/index.php/topic,28331.0.html

I've been making some 2048 noise textures, though admittedly so far on a somewhat hit and miss basis ... they are however not difficult to make. I was looking for a sort of ripple sand effect, like the wind making patterns on sand ... but that's not all that straightforward. But even so, but combining extra noise, other textures and such, you can make something different from the old default noise ...

These 2048 noise textures might well be underestimated ... great idea they are ...
Title: Re: High Resolution / True Color Textures Mod
Post by: FS~Music on March 18, 2013, 12:28:36 PM
After trying to insert the HiRez textures into a map,(Okinawa Online), all worked except for
"land/summer/CMR_rom_fields_LowLand1.tga".
I kept getting Java error when trying to load the map with this entry.

This is what the Oinawa Online map looks like by substituting the entries from the Bessarabia map. The la is the 2048 sample which has the down load link on same page.


(http://i1099.photobucket.com/albums/g388/FS_Music/grab0031_zpsf805aa9b.jpg)

http://www.sas1946.com/main/index.php/topic,33360.0/topicseen.html (http://www.sas1946.com/main/index.php/topic,33360.0/topicseen.html)
With these Mustang Skins
(http://i1099.photobucket.com/albums/g388/FS_Music/grab0033_zps148aac53.jpg)
I removed this;
"land/summer/CMR_rom_fields_LowLand1.tga".
From the Bessarabia map, and it works fine.
(http://i1099.photobucket.com/albums/g388/FS_Music/grab0035_zps6b6db58e.jpg)
Again with the Mustang Skins pack 2048x2048

Great work gentlemen S~

Music from Toronto

Title: Re: High Resolution / True Color Textures Mod
Post by: paganizonda on March 18, 2013, 03:46:08 PM
i knew that mustang's pretty well ,  working on some P-51 C Skins now , also 2048 , and not only from from the 357th

greetings paganizonda
Title: Re: High Resolution / True Color Textures Mod
Post by: zionid on March 22, 2013, 09:47:46 AM
Hey all!

Finally got this fantastic mod working! Its a real treat, but for some reason, not all my skins are displayed correctly. Some HD skins work perfectly, but others skins have the textures all misplaced on the 3d model- including the sample Spitfire skins. (This also happens to some normal-rez skins) I tried to google it and have been looking around but to no avail. Anyone know the reason and remedy for this.

And also- what is the best place to start for HD ground textures to repaint som maps?

Cheers- and happy easter holiday to those lucky enough to have it:)
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 22, 2013, 10:07:03 AM
And also- what is the best place to start for HD ground textures to repaint som maps?

Aside from some textures in cmr Bessarabia's repaint, there are virtually no 2048 textures yet .... you have o make them yourselves.

I do have a new map not far from completion which will feature some 10 textures in 2048
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on March 22, 2013, 01:32:00 PM
So, just to be clear. this mod works in every ver. except 4.11?

I have it working in 4.11
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 23, 2013, 12:45:00 AM
Some HD skins work perfectly, but others skins have the textures all misplaced on the 3d model- including the sample Spitfire skins. (This also happens to some normal-rez skins) I tried to google it and have been looking around but to no avail. Anyone know the reason

You can't use a for example Spitfire MkVIII skin in every Spitfire Skin folder so
in your case you have skins in folders where this skins simply doesn't fit.  ;)

Quote
and remedy for this.
compare new skins with the void skins before copying them into the folder.
Or have a look in the arming screen then you see if its OK ..
Title: Re: High Resolution / True Color Textures Mod
Post by: zionid on March 23, 2013, 05:10:30 AM
Yup- but this is supposedly the correct folder and aircraft. I get no mk V do display the HD sample skin... Hmm..
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 23, 2013, 06:36:22 AM
Yup- but this is supposedly the correct folder and aircraft.

No it isn't. The sample skins are for Spit MkVc and MkVIII and not for MkV.
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 23, 2013, 08:03:25 AM
I think Spit Mk.VIII and the Spit Mk.IX (late models with the enlarged tail fin) use the same model (same UV mapping), at least for the most part, so I doubt there would be any egregious mapping errors. So using a Spit Mk.VIII template as a basis for Spit Mk.IX skins could probably work well enough.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 23, 2013, 08:12:59 AM
No, they also will not work.
compare a Spit MkVIII and a Spit MkIXc void skin.
They are completely differnt.
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 23, 2013, 09:58:49 AM
Huh, that's strange. I would have expected Mk.V to be the odd one out because of the different 3D model, but apparently it's the Mk.VIII that has different UV map layout than the other spits.

It looks like Spit Mk.V and Mk.IX have much closer correspondence to element positioning in the texture.
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 26, 2013, 04:38:07 PM
Anyone knows what texture format (32 bit, index . . .) works for 2048px textures? It doesn't works for me so far.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 26, 2013, 05:00:52 PM
Anyone knows what texture format (32 bit, index . . .) works for 2048px textures? It doesn't works for me so far.

I've made and been able to use both formats for 2048 textures ... though I will admit to preferring 32 bit, even though they are larger ...
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 26, 2013, 05:24:56 PM
If it's a skin that goes to PaintSchemes/Skins/Plane/ directory, you should not be using 32bit. You should use 24bit. Otherwise you end up with 33% unnecessarily large file size on the skins.

32-bit should only be used for default skins, which require an alpha channel.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 26, 2013, 05:32:06 PM
I was of course talking about map textures ... otherwise I think the question would have been about skins ... with skins you are of course right - there is only one format that works.

But with map textures, textures representing landscapes, I've used both formats for 2048 textures ....
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 26, 2013, 05:43:53 PM
Thank you. But seems that it doesn't works for the ground textures (at least for me). I will try another dll's, using "light" version now.
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 26, 2013, 05:49:31 PM
I was of course talking about map textures ... otherwise I think the question would have been about skins ... with skins you are of course right - there is only one format that works.

But with map textures, textures representing landscapes, I've used both formats for 2048 textures ....

Right. I don't know nearly enough of the terrain texture system to comment on that. Does IL-2 absolutely require alpha channel to be able to use a terrain texture?
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 27, 2013, 01:47:43 AM
Right. I don't know nearly enough of the terrain texture system to comment on that. Does IL-2 absolutely require alpha channel to be able to use a terrain texture?

I think that ground textures do not necessarily require an alpha channel. At least in my experience when making my own ground textures, I never get a message from my graphics editor about alpha channels, but I sometimes do get messages when trying out textures made by other members or also on some aircraft skins ...

Nor do I create alpha channels when I make new ground textures. And I've made more than enough ground textures so far ...
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 27, 2013, 01:50:36 AM
Thank you. But seems that it doesn't works for the ground textures (at least for me). I will try another dll's, using "light" version now.

The light version is the only version so far that works for me ... I would definitively try that one ...

I tried the others umpteen times, with new clean installs, and other permutations, but for ground textures none of the versions worked. Until the 'light version' was posted and made available. And that one works like a charm ... just don't ask me why.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on March 27, 2013, 04:43:27 AM
Does IL-2 absolutely require alpha channel to be able to use a terrain texture?

No,ground textures for maps do not require.... an Alpha channel..,
But quite a few default IL-2 ground textures for maps do have Alpha channels

The Alpha channel on these textures,have a pattern on them with the Alpha channel,
that helps blend textures together when they sit side by side on a map slightly overlapping each other
It helps to blend opposite textures together with one another as they overlap one another on a map

A lot of default textures were done this way,it just has never really caught on with most map editors...

The default IL-2 sk_airfield texture below, shows the Alpha channel
while looking at the texture in Ifranview you see the dark and light green on the texture
when viewed in Gimp,the Alpha channel is clearly seen

(http://i805.photobucket.com/albums/yy336/UP_Boomer/2013/sk_fields_airfieldGr_zpsdd1924ec.jpg)

(http://i805.photobucket.com/albums/yy336/UP_Boomer/2013/skairfield_alpha_zps6e9a3d13.jpg)


Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 27, 2013, 06:43:50 AM
Yep, that was my point - only use alpha channel when you need it.

Including it on non-transparent maps is a waste of hard drive space and possibly also video RAM. It's a totally different story when you use the alpha channel to blend different textures together. :)

So whether you use 24-bit (RGB) or 32-bit (RGBA) should depend on the texture.


As for indexing, I don't think it should be used for the diffuse textures. However, if it can provide memory saving, using indexed textures for normal map files (Dot3 files) might be wise, but only if the conversion to indexing doesn't provide a noticeable drop in quality. This is highly dependent on the content of the file. In my tests, normal maps for water can be indexed without any obvious visible quality drop, but a normal map with lots of smooth gradients would probably suffer more.
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 27, 2013, 04:15:24 PM
How I see it, there is no need for alpha channels if texture are properly made. Which means it must be seamless and in the same tone as other textures on the map. Indexed textures are not so different than 32 bit textures if they are in the same size. Of course the bigger the better (in pixels)

As far as I know there is no need for indexing normal maps (in IL2 known as BumpH files) because they are in grayscale already, which reduces the "weight" much. People don't know this, but even before high resolution mod, BumpH maps was available in bigger resolution, you could have BumpH maps even in 4096 x 4096 pixels without any problem. The color textures (tga) are important but BumpH textures are also important in the ground textures, because they give "light and detailing" to the ground. Map makers usually make mistake by making BumpH files with grayscaling and inverting the color tga textures, which gives very harsh and "light" flat effect. BumpH maps must be made with the tools for the normal map making such as this one:

NVIDIA Normal Map filter

https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

You just make the end result grayscale, instead of the blue and pink.

In these creenshots the color (tga) texture are in 1024px size and indexed (because I cant get high rez texures to work  :'( ), BumpH texture is in 2048px (made from the file in that size) and made with that Nvidia normal map application. The effect is subtle but it could be made with many different variations, it even can simulate smaller hills.

Bear in mind that the terrain is totally flat and that it's only one textures on the ground.

(http://www.sas1946.com/images/imageshit/a/img13/550/grab0001y.jpg)

(http://www.sas1946.com/images/imageshit/a/img28/1643/grab0010.jpg)

(http://www.sas1946.com/images/imageshit/a/img687/23/grab0009c.jpg)

(http://www.sas1946.com/images/imageshit/a/img849/1928/grab0011.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 27, 2013, 05:53:35 PM
BumpH maps are not normal maps.

BumpH maps are height maps. They store the elevation (displacement from zero level) in greyscale, giving 256 values of different elevation, in the range of [0,255]. The middle grey is "unchanged" elevation of the surface (grey level 127-128), while darker makes a hole in the ground and brighter makes a bump.

Normal maps are an entirely different animal. They don't store the surface elevation relative to any particular level. Instead, normal mapping stores the angle of the surface. In mathematical terms, normal map stores normal vector values. There's two types of normal mapping.

One way is object space normal mapping, which stores the normal vectors for the surface in three dimensions, which means it needs three colour channels to do this.

The other way is tangent space normal mapping. This system essentially uses the normal vector of the 3D model's polygons as the default value, and the normal map adjusts the normal vector from this neutral value. Tangent space normal maps use two colour channels to store two values - the "horizontal" and "vertical" angle adjustment, relative to the texture coordinates (usually these are referred to as U and V coordinate directions).

In IL-2, height maps are used for a technique called bump mapping, which is to some extent related to normal mapping - it interpolates the gradient of the height map to produce a normal vector for the surface, and uses that to adjust the brightness of the surface (since surfaces with a more oblique angle to light receive less light per surface area and thus appear darker).

Normal maps seem to be only used for water - at least I have never seen any terrain textures have quite the same effect as normal maps on water. The water system is a bit more complicated than terrain rendering, since it actually uses the BumpH height maps for displacement of the water's surface, and then on top of that uses normal maps to facilitate additional detail to the specular reflections...

It would be interesting to see if normal mapping works for terrain textures, though...
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 27, 2013, 08:35:05 PM
I don't doubt your expertize at all. And I really don't have your expert knowledge on this, but seems that you didn't understood me. And seems that you don't know how the IL2 maps exactly are made (if I am mistaking I apologize). Things in IL2 doesn't work the so "normal" way, as in other games.

BumpH files, which are used for adding "shadows" to the maps, are not what you know as "height map". There is thing in IL2,  exactly what you have described here:

Quote
They store the elevation (displacement from zero level) in greyscale, giving 256 values of different elevation, in the range of [0,255]. The middle grey is "unchanged" elevation of the surface (grey level 127-128), while darker makes a hole in the ground and brighter makes a bump.

Which does that. And it is called "height map", and looks exactly as you have described it, but, that is used for map building, not texturing. The heights and elevations of the maps are made with that. We call that "map_H". BumpH textures doesn't do that. You cant change or affect height and elevation of the maps with BumpH textures in IL2 in any way. That is done with "map_H".

BumpH textures is more like this:

Quote
In IL-2, height maps are used for a technique called bump mapping, which is to some extent related to normal mapping - it interpolates the gradient of the height map to produce a normal vector for the surface, and uses that to adjust the brightness of the surface (since surfaces with a more oblique angle to light receive less light per surface area and thus appear darker).

With the big difference that you cant change geography (height, elevation) with BumpH textures in any way. You can just play with the light.

BumpH textures are there to simulate shadows in the wholes in the ground, uneven surfaces, and before all shadows of the hedgerows and the roads. If you made it lighter the color texture (tga) looks darker, if you made it darker the color texture looks brighter. In that way you can affect look of the map, but that is it. No changing in elevation and height.

If you make a BumpH texture which simulates bush, more precisely the shadow of the bush, and observe the map in 8X speed you will see that the shadow travels with Sun. As Sun moves, the shadow moves also. If you set Sun in some lower elevation, for example set  mission in the game in November or December, you will see how the shadow are longer, having different angle and looks different than in the July.

And that is exactly how the "normal maps" behave. Why BumpH textures don't look like normal "normal maps" you should ask Russians, I was puzzled too  :)

Maybe I confused you with suggesting Nvidia "normal" map tool for BumpH textures. But have in mind that I said when you are done with making normal map of your tga texture, you must make it greyscale.

Since the image tells more then words . . .

The color texture:
(http://www.sas1946.com/images/imageshit/a/img10/2689/87455855.jpg)

The usual way of making BumpH textures:
(http://www.sas1946.com/images/imageshit/a/img7/2518/69458687.jpg)

The color texture processed with "normal map tool" (but still not for our use)
(http://www.sas1946.com/images/imageshit/a/img600/1567/63262800.jpg)

"Normal map" made into greyscale, and thus can be used as BumpH texture (but not yet looking good)
(http://www.sas1946.com/images/imageshit/a/img255/7770/46538077.jpg)



And this is what I do. Its BumpH texture made in two layers, and with "normal map tool".

First, I made a layer with classic "greyscale, invert, and blur" technique. Much blurring, plus make it darker and with low contrast. That layer will be "the light" on the map.

The second layer I made with processing color texture in "normal map tool" and then placing it above first layer, make it greyscale and then enabling "overlay" in "general blending" in "layer style" options in photoshop.

In that way I have the light and contrast with the first layer, and fine details with the second. The shadows are not so harsh as in classic "invert" method. There is some depth and difference in the shadows, while with the classic invert method all the shadows are the same, for example the shadow of the grass is tall as the shadow of the tree.

(http://www.sas1946.com/images/imageshit/a/img585/8142/84384529.jpg)

And there is plenty of room for experimenting.








Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 27, 2013, 10:24:03 PM
Ok, this is going to be a long post but I feel there are a few things I want to help clear out, if at all possible.


I'm aware that there's a height map that is used to determine the terrain mesh geometry, and the terrain textures themselves do not modify the terrain geometry, only lighting. No worries on that regard, misunderstandings happen.

I'm using the term "elevation" because bump mapping uses a height map, and I use height synonymous to elevation, so no problem there. Also, in the case of water textures, BumpH maps actually do modify the water surface's geometry, but obviously not for terrain textures. The texture format is the same in both cases anyway - greyscale height map.


The reason I pointed out that BumpH maps are not normal maps is that bump mapping is a completely different technique for creating the impression of surface geometry than normal mapping is. The difference is mainly in that bump mapping uses a height map to interpolate surface normals on-the-fly, while normal map has all that already built into it so you have a more direct way of adjusting the surface normals - and not just that, but because bump mapping relies on interpolating the gradient of the height map, you get lower effective resolution as well.

And the reason why this is relevant is that a process to create a height map should never, ever involve converting it into a normal map and then back to height map. That's just going to throw all sorts of wrecking balls to the information actually present in the texture, and while it might produce some kind of results that look acceptable.


Let's see if I can make sense of this...

Here's an example height map. It's not a terrain texture, but it will do for the demonstration. It has a few recesses (darker areas) and elevated areas (brighter areas, like the pyramid):

(http://www.hard-light.net/wiki/images/Normalmapheight.png)

And here's how you would expect it to effect the surface, assuming light is coming from above and left:

(http://www.hard-light.net/wiki/images/Normalmapresult.png)

Now if you were to convert this into a normal map, you would get something like this:

(http://www.hard-light.net/wiki/images/Normalmapnormal.png)

And now we get to the problematic thing about the process you described.

If you now take this normal map, and convert it to greyscale, you get this:

(http://www.sas1946.com/images/imageshit/img11/7074/normaldesaturated.png)

...and now there's a problem, because what is bright on the normal map does not correspond AT ALL to what is bright (elevated) on the actual height map! In fact, you get a situation where you have lost all the gradient information from the original height map, and instead of a naturally changing elevation you have these flat areas of about equal brightness, but with very sharp jumps from one "plateau" to another.

If you use this in bump mapping, the end result will not in any way correspond to the original texture's possible height variances - which, by the way, are usually not directly related to the brightness of the texture, so at best the method of converting a texture directly into height map by desaturation is a bit iffy, and at worst produces completely bogus height maps - for example if there is a dark rock in the middle of some white sand, it will come out as a hole in the bump-mapped surface. But I'm sure you are aware of this. The bigger problem is that by including a normal map in this process you essentially destroy a lot of information and then treat the output as the same thing as the input, which isn't exactly a good idea.

For demonstration's sake, here's what you get when you use the desaturated normal map for bumpmapping:

(http://www.sas1946.com/images/imageshit/img59/7287/normalmapembossed.png)

...and a side-by-side comparison with the original height map bumpmapped:



normal map result (http://www.sas1946.com/images/imageshit/img59/7287/normalmapembossed.png)(http://www.hard-light.net/wiki/images/Normalmapresult.png) proper height map result


If I had to make a height map of your sample texture with the rocks in it, I would do it like this:

(http://www.sas1946.com/images/imageshit/a/img10/2689/87455855.jpg)

desaturate by Average intensity:

(http://www.sas1946.com/images/imageshit/img829/4950/sampletexturedesaturate.png)

Level so that the "cracks" between the rocks become dark and the stones themselves bright:

(http://www.sas1946.com/images/imageshit/img822/3766/sampletexturelevelled.png)

Applied gaussian blur to the desaturated texture and added a really small amount of RGB noise:

(http://www.sas1946.com/images/imageshit/img689/5469/sampletextureblurred.png)

Add the black "cracks" between the rocks, from the earlier step:

(http://www.sas1946.com/images/imageshit/img20/7571/sampletexturecombined.png)

Finally, I applied levels to reduce the range from "lowest" to "highest" elevation, instead of running the full gamut from 0 to 255 I made it run from 94 to 160:

(http://www.sas1946.com/images/imageshit/img339/3766/sampletexturelevelled.png)

This produces the following bump mapping results (in GIMP):

(http://www.sas1946.com/images/imageshit/img692/1071/sampletexturebumpedf.png)

...and now all that's left is to do a little test to see whether the bump mapping results make sense, in comparison with the original texture:

(http://www.sas1946.com/images/imageshit/img441/1152/sampletexturecombined.gif)

Since the bump mapping seems to "blend" in a sensible way with the original source texture, it's probably going to work more or less well in-game as well. Yes, it's rounded - that comes from the gaussian blur applied to the thing, but to be honest I don't really see any obvious way to recreate the angular shapes of this kind of rocks just from the source texture alone. This result is what I would call "good enough"... but even better would be to make some randomized rocky ground mesh in 3d application, then make a height map based on that. Or make a laser probe that can minutely track the elevation differences of a surface, and use that to record some data from some actual rocks on the ground... and use that to make a height map.

But just for making a height map for rocky terrain, these include so much more effort that it's probably going to be better to just use the source texture and accept that the result isn't going to be perfect.


Now, I realize that the levels (range from darkest to brightest colour, as well as gamma curve) need to be edited so that the end result looks good in specific program use; in this case, IL-2 rendering system. However, the actual geometry of the height map should be retained as much as possible, and definitely not subjected to normal mapping in the process of editing.


Stuff for the mathematically inclined:

Height map can be consider a scalar field. Scalar fields have a property called gradient, which is essentially the partial derivatives of the field; for a two-dimensional scalar field, gradient H (height) has two components: dH/dx component (derivative by X axis) and dH/dy. When the gradient is zero, that means the RATE OF CHANGE in elevation is zero in either X or Y direction, so that will be interpreted as "flat" or "even" area. If the elevation is changing when you move along X or Y axis, then you have a non-zero gradient.

Normal mapping basically just interpolates these derivatives from the height map, and saves them as pixel values in two channels, ranging from negative derivative (values [0,127] on the channel information) to zero derivative (127 or 128 depending or both depending on implementation) to positive derivative (values [128,255]). So what you're actually getting is that a very high SLOPE on the height map will get either dark or bright values, regardless of their actual elevation. This is actually a classic case of losing information while performing derivative operation, and you cannot get that information back without knowing the integration constant... and actually it's nearly impossible to get height map information back from normal map once that step is done.

If all that just sounds like a lot of words, don't worry, this stuff is basically university level maths and is usually not handled in high school besides possibly cursory overview.

Finally...


I don't say this because I'm trying to step on anyone's toes or to insult anyone's intelligence. I made this post to help everyone get the best possible results from their modding, and to perhaps help clarify any misconceptions that might be going on in the theoretical side of all this modding, which might end up affecting the end results. If you have any questions, I'll be more than glad to answer them...
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on March 28, 2013, 01:49:00 AM
If all that just sounds like a lot of words, don't worry, this stuff is basically university level maths and is usually not handled in high school

I sometimes considered suicide when trying to make sense of high school mathematics classes ... and expressly choose a university field with no trace at all of that confusing and utterly depressing science ... ha ha.

Seriously though: since this is all so complicated it's beginning to look like a good idea to just forget about BumpH textures altogether. Making maps is so time consuming as is already, I can't imagine finding a step by step manner of implementing the above explanation.

I remember Uufllakke's method of making Bumph"s:

greyscale / invert / apply blur slightly / then brightness -58 with contrast -28

Now that is something that I can implement. But is it in any way a good method?
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 28, 2013, 03:31:19 AM
http://www.mediafire.com/?p1uyufyhay3tvsn

Here's my method of creating files BumpH.
Sorry, the text is in Russian.
My method may be imperfect.
But it is necessary make BumpH files without BumpH Earth looks very flat.
Title: Re: High Resolution / True Color Textures Mod
Post by: Herra Tohtori on March 28, 2013, 08:48:53 AM
I sometimes considered suicide when trying to make sense of high school mathematics classes ... and expressly choose a university field with no trace at all of that confusing and utterly depressing science ... ha ha.

Well, that was just a formulaic expression of what I said, in very specific terms, for people with the specific expertise to understand it.

You don't have to know all that to make good height maps or even normal maps. However, having a practical understanding of what a height map is, and what a normal map is, is definitely helpful in the process.

Quote
Seriously though: since this is all so complicated it's beginning to look like a good idea to just forget about BumpH textures altogether. Making maps is so time consuming as is already, I can't imagine finding a step by step manner of implementing the above explanation.

That's because source textures don't always have a direct correlation between brightness (intensity) and height (elevation of the surface).

In the sample texture, with the rocks being brighter than the terrain between them, such a correlation exists, so it can be exploited. In other cases, you need to look at the source texture and consider: Are these darker details potholes or protrusions?

A good example of this is to compare a ditch and a hedgerow. Both would probably be darker than surrounding areas in an image taken directly from above, but in a height map the ditch would actually be a dark area, while a hedgerow should be bright. A lot of how the map behaves when desaturated depends on what is on it.

The worst possible situation is when the source texture has shadows in it. Shadows appear dark, which makes them look like recessed areas in height map if you were to just desaturate the texture, but in reality they don't have such an effect on the geometry of the surface.

Quote
I remember Uufllakke's method of making Bumph"s:

greyscale / invert / apply blur slightly / then brightness -58 with contrast -28

Now that is something that I can implement. But is it in any way a good method?

It depends. It sounds like a very simplified method and it definitely will not work for all source textures. In some textures it works, assuming there is an inverse relation between brightness of the texture and the elevation of the terrain.

In other cases you would have to look at the terrain, form a mental map of what kind of elevation changes can be inferred from it, and then figure out a way to bring those elevation changes out into the height map, while (ideally) keeping false information at minimum (such as shadows causing holes in the ground).

Luckily, human eyes and brain are remarkably skilled at imagining such details, so you already have a very sophisticated comparison tool at your disposal.

All you need to do is to compare the end result to the source texture, and check if it makes sense. If bright areas in height map correspond to areas that you perceive are elevated in the source texture, it will probably work well and create the impression you want.

The worst case scenario is when the source texture has a mishmas of brightnesses at different elevations, making it impossible to draw any correlation between the brightness in the image and the elevation of the surface.

In some cases, it can be nearly impossible, or difficult enough, to make a GOOD height map from a source texture without manually editing parts of it.

If you have to resort to that, then it's a good idea to understand how gradients work on a practical sense, and how you can make different shapes in a height map by using gradient tools.

A linear gradient will create an even slope:

(http://www.sas1946.com/images/imageshit/img560/8835/gradientlinear.png)

A spherical gradient will create an appearance of an upper halve of a sphere:

(http://www.sas1946.com/images/imageshit/img248/1116/gradientspherical.png)

An inverted spherical gradient will create an appearance of a spire with round edges.

None of these shapes by themselves is very useful. However, if you combine a few of these, you can make more useful shapes, such as this...

(http://www.sas1946.com/images/imageshit/img507/4795/gradientsphericalcrater.png)

...which is starting to look like something more of a terrain formation, but you don't really get much use out of it when it's "two-dimensional" like this. What you can do is apply the gradient in a radial mode, which will get you this (I applied it a bunch of times at different sizes to make a better impression):

(http://www.sas1946.com/images/imageshit/img831/6504/gradientcraterheightmap.png)

And this gives you the following appearance when you bumpmap it:

(http://www.sas1946.com/images/imageshit/img577/6504/gradientcraterheightmap.png)

...this can be an useful way to create the surface of a moon or asteroid, or perhaps to create the appearance of a field that has been bombed to there and back again. So, applying gradients like this can be used to create shapes on the ground (in this case, craters).

If you think this is a bit too clean and regular, you can apply Spread type noise on the height map and that will result in this:

(http://www.sas1946.com/images/imageshit/img405/6504/gradientcraterheightmap.png)

(http://www.sas1946.com/images/imageshit/img35/6504/gradientcraterheightmap.png)

...and now they suddenly look a lot more like craters on a dirt field with rocks and clumps of ground thrown every which way.

The question here is, is it a viable option to do manual stuff like this for height map creation? In most cases - no, no it isn't. You tend to get better, more natural results when you use source textures, and it it a huge time saver - with the stipulation that the source texture is suitable for height map generation. But, if you want to add some details (like craters) on some texture, or if you want to just manually correct some feature in a height map that otherwise works great - it can be done.

As Charles Babbage is quoted to have said:

On two occasions I have been asked, 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question.

This is precisely the case here. If you want good results, you have to consider these things in the creation of the height maps. If you put garbage in (and by that I mean textures that are unsuitable for height map generation) you get garbage out, it's as simple as that.

I remember when I started working with textures on another game, and then height maps and normal maps were introduced as a feature, and I was very intimidated by how all that was supposed to work. It looked like black magic and occult sacrifices were required to gain an understanding of all this, but if you stick at it, and try to understand what's going on, you will at some point gain enlightenment and become one with the universe... or at least your height maps will be consistent and produce the result you intend them to produce.


As carsmaster said, BumpH maps are pretty damn good way to improve the detail in the terrain, but only if the details produced by the height map pass the automatic "does this make sense" test that our brain puts every image through.

If the height map is "wrong" in some way or produces nonsensical results, our brain will tell us this even if we're not directly aware of it. It becomes this nagging sensation that says "there's something wrong with this picture but I can't really tell what it is". Whereas, if bump mapping is applied in a way that makes sense, in ideal situation we don't even notice it's there until we are shown a comparison without bump mapping, and then the difference becomes quite obvious. Refer to this again...

(http://www.sas1946.com/images/imageshit/dead/dead.gif)
Title: Re: High Resolution / True Color Textures Mod
Post by: Avala on March 28, 2013, 04:10:12 PM
Herra

I understand what you are talking (except the mathematic part, of course  :D ) and thank you for the thorough explanation. On the end it all depends on "does this make sense" and "does this looks realistic". You gave me some ideas. Its just that the way you are making bumph texture is a bit complicated for "average" map maker. Would be nice if someone could write some kind of script or action for gimp and/or photoshop, so that we can have bumph textures "on one click".

Agracier

Thats what I do too. I just add another layer for small ground features. Actually it's quite easy, you'll see. I am making small set of hi res textures, so they will have such bumph textures.


Carsmaster

I agree that the maps without BumpH textures are too flat. Your method is more or less classic method, except that at the end of the process you are changing the file to 8bit, and the usual way is to just make them grayscale. And the name of the file is very indicative  ;D BTW, where do you find such good aerial photos for your textures?


Here is a little test that I made. BumpH textures "in my way" and in the "classic way" (mild and harsh version). TGA texture in 2048px 24bit, and TGA texture in 1024px Indexed (because I can't see 2048px yet). TGA 1024px indexed works in "the stock" version. All BumpH files works in every version of the game.

http://www.mediafire.com/?zao2h6n1lal2ezb



Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on March 29, 2013, 04:00:05 PM
These are textures of 4096 pixels with the BumpH files.
Without the BumpH files everything would be very plainly.
Yes it is necessary to experiment much contrast and brightness
in the BumpH files.


(http://www.sas1946.com/images/imageshit/img10/3276/40961200.jpg) (http://www.sas1946.com/images/imageshit/download/10/40961200.jpg)

(http://www.sas1946.com/images/imageshit/img827/4299/40961500.jpg) (http://www.sas1946.com/images/imageshit/download/827/40961500.jpg)

(http://www.sas1946.com/images/imageshit/img706/3084/40961600.jpg) (http://www.sas1946.com/images/imageshit/download/706/40961600.jpg)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on March 29, 2013, 11:56:34 PM
wow! glorious!  :o  8)
Title: Re: High Resolution / True Color Textures Mod
Post by: PDelaney on April 03, 2013, 02:36:43 PM
Gun Bay Question

In the High Resolution / True Colours Mod included in the samples there are several Spitfire VIII models can somebody tell me what type of wing is used please?

The reason I am asking is that I was playing with "Default 2 (HD 2048).bmp" from the samples set to paint a high res SEAC Spit but every example of a SEAC Spit VIII  I've seen has the large Hispano-Suiza gun bay (possibly a type C wing).

I don't mind having a go at painting it - not being a spitfire aficionado I just wondered what the sample was based on.

This is an example of one I started to modify

(http://i1359.photobucket.com/albums/q798/PDel7/beforeafter_zpsfebfccef.jpg)

Thanks


:)
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 15, 2013, 09:16:53 AM
Hi all,

I installed this great mod but something doesn't work... I can select the HD skins in the QMB (I mean they appear in the list for the aircraft), but they don't appear ON the aircraft when selected.
Did I miss something?

I use UP3.0 RC4 based on 4.10.1m
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 01:21:43 AM
Sounds like you did mate. Try it again.
Title: Re: High Resolution / True Color Textures Mod
Post by: PA_Jeronimo on April 17, 2013, 02:24:33 AM
Hi all,

I installed this great mod but something doesn't work... I can select the HD skins in the QMB (I mean they appear in the list for the aircraft), but they don't appear ON the aircraft when selected.
Did I miss something?

I use UP3.0 RC4 based on 4.10.1m

I happened something like, I believe that the ATI cards have this problem.


Try changing this value in the config.ini file
Quote
[Render_OpenGL]
TexQual=3
TexMipFilter=3     change to 2    TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 03:05:17 AM
Hi mates,

many thanks for your answers.

I tried to remove the mod and reinstall it but it made no difference.
Also tried to use "light" DLLs - no difference.
Looked at the conf.ini - was already set to TexMipFilter=2.

I use a GeForce GTX 460 with 314.07 pilot. Windows 7 64 bits, 4Go RAM, Intel i5 CPU @ 2.80 GHz. So I don't think the problem is caused by a lack of performance.

What I did was simply extract the mod archive to the game base directory, and then activate the 3 parts in JSGME. Here's what it looks like (here with light version):

(http://i69.servimg.com/u/f69/11/11/32/27/captur10.jpg)

Ingame I can't see the HD textures: when HD textures are selected in the drop-down skins list, planes appear grey in the QMB (like a simple 3D model) and bright pink in the FMB object viewer. Standard 1024 textures work fine though.

This is quite annoying as I'm currently working on HD skins and I'm stuck because I can't check them ingame...

Many thanks in advance for any help!
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 04:34:32 AM
Have you made a #UP# Mods Folder, if not Nothing you do is going to work.
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 05:36:38 AM
Have you made a #UP# Mods Folder, if not Nothing you do is going to work.

I do have one. What should I put in it for this mod to work?
Tried to place a copy of the 3 folders (Hi Res, True Color and 24 bit skins) in the #UP# folder but it doesn't change anything. What I understood from the readme file was to extract the mod archive content to the game base directory and activate the 3 different parts.
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 05:43:44 AM
Try Select Game type in your IL2 Selector.exe as Classic Mod Game, see if it works. Dont you have DBW as well as UP? It will work better for you if you did.
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 06:06:53 AM
I've just tried what you suggested but it still won't work... I'm starting to despair a little bit.
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on April 17, 2013, 06:14:32 AM
I'm starting to despair a little bit.

DBW isn't all that different from UP3 except maybe in the on-line functionality. And moreover, when you install DBW, there is an automatically generated option to revert back to UP3 any time you wish to. You can effortlessly change between the two game types and so get the best out of both.

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on April 17, 2013, 06:26:02 AM
Tried to place a copy of the 3 folders (Hi Res, True Color and 24 bit skins) in the #UP# folder but it doesn't change anything.

You should not be using all three folders, in your Mods folder to make the High Rez Mod work
it does not work like that
it is one or the other folder to make it work,not all three at the same time

I have this Mod working in UP3 RC4 , DBW , DBW 1916 and in SAS modact 3 and also in a seperate SAS modact 4 install
all versions of the game using the same set of .Dll's and all installs using the same" One folder with a couple class files inside" called "24bit Skins"

#UP#/24Bit Skins/ 3C532828FFC4ED40 and 7F958E2469CAE184
This same 24bit Skins folder with the two class files works in every install I have

There are two sets of .dll's so you must try both sets
one is the regular version of .dll's and the other is being called a lite version of .dll's
depending on your Pc,you will need one set or the other and you must test this to see which ones work for you

I do not use JSGME to activate anything for this Mod
I dissected and pasted the 24bit Skins folder directly to each of my Mods folders

#UP#/24bit Skins for UP3 RC4
#DBW/24bit Skins for DBW etc for DBW1916/24bit Skins and into each #SAS folder folder in each game I am running a SAS Modact mod activator
both 4.10 and 4.11
#SAS/24bit Skins




Title: Re: High Resolution / True Color Textures Mod
Post by: Ass Eagle on April 17, 2013, 09:36:18 AM
Put the .dll's in your root game (try light version too!).

(C,D where ever it is):\IL-2 Sturmovik - 1946\.

NOT in the #UP#, #DBW, #SAS, MODS, jsgmemods, whatever folder. Back up the original .dll's its replacing (il2_core.dll &  il2_coreP4.dll) and place outside the game, or put a '-' in front of the original .dll's

Put the 24bit classfiles in your  #UP#, #DBW, #SAS, or MODS folder.

IF nothing, post your openGL settings from your conf.ini
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 10:01:16 AM
Tried it all, still won't work... I'm starting to feel like I'm totally stupid! Never had any trouble with any other stuff though.
So here's what I have to do:

Both .dll files into the main game folder  -  done  (tried normal and light versions)
24Bit Skins folder into #UP# folder  -  done
HD skin samples into the appropriate Paintschemes folders  -  done


I tried it all again but still can't use the skins...
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on April 17, 2013, 10:14:05 AM
If it's any consolation it took me months to get this mod working. I went through several new, clean installs and all before lucking out on the right combination.

I'm not going to claim 100% that is is necessary for the HD skins - but it is necessary for the HD textures to work. And since both mods do have a lot in common you might give this a try ... it works for me in any case - both hd textures and hd skins.

There should be a folder in the #DBW folder called Carsmaster Light in the IL2
containing the following:

2CF41F504EF36240
5D18E55E5DF1D418
41FCC6060E1DDB46
FF0E91562642F8AC
3do
effects
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 11:10:48 AM
ScoAtoa, have you tried Carsmaster's Light Mod in conjunction with 2048 Mod?

Here a link, that also worked for me.   http://www.sas1946.com/main/index.php/topic,14789.msg157250.html#msg157250
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on April 17, 2013, 11:55:37 AM
Make sure,that on the IL-2 Selector interface window
That "enable files caching" is NOT checkmarked!

Otherwise,no changes can take place in your game
as the game loads from the files cached last time it shut down
Mod and Mod away,but no changes will ever happen if Files caching is being used

Not sure if you have that checkmarked or not,
but it is worth checking and IF checkmarked then Uncheckmark it  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 12:35:26 PM
Amazing!! I installed Carmaster's Light mod and HD textures are now working.

There might be something missing in the HD mod?

A big Thank you to you all guys, much appreciated.
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 01:37:50 PM
Way top go ScoAStao, Now when do we get to see your skins?
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 17, 2013, 02:29:18 PM
Way top go ScoAStao, Now when do we get to see your skins?

Well, I'm currently working on skins for the LeO 451. There's still quite a lot to be done: panel lines, rivets, weathering, various effects... So far I've done a first camouflage pattern + the markings. There will be a couple more camos and maybe an aluminium version (if I can do something good, 1st attempt at a metal skin).

Then I will probably try to make some skins for the B-26 Marauder.

 :)
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on April 17, 2013, 03:16:56 PM
Sounds good Mate, I wish you the best of luck.
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 18, 2013, 02:48:23 AM
Thanks mate!
Title: Re: High Resolution / True Color Textures Mod
Post by: Corsairman on April 21, 2013, 12:15:06 PM
Hello guys!

I have a similar problem as ScoAtao had.  I have tried the light and "non-light" dll's of the High resolution mod(Placed them in my IL-2 46 root folder, and over wrote the original dll's), I have done this:

Quote
There should be a folder in the #DBW folder called Carsmaster Light in the IL2
containing the following:

2CF41F504EF36240
5D18E55E5DF1D418
41FCC6060E1DDB46
FF0E91562642F8AC
3do
effects

Except I put them in my #UP# folder, and it came with a folder titled "maps" which I deleted, as it wouldn't load the map with the "maps" folder.
This "Carsmaster light" mod came with some dll's, I have put them in the root folder.  Those dll's included il2core.dll and il2corep4.dll, which I used, and I've tried the light and non-light versions of the il2core.dll and il2corep4.dll, but still I cannot get the HD textures to work.

Any help is much appreciated!
Title: Re: High Resolution / True Color Textures Mod
Post by: ScoAtao on April 21, 2013, 03:12:31 PM
Any help is much appreciated!

Hi mate, here is what I did eventually.

1- Delete what might remain of your previous attempts to install HD mod.

2- Download HD mod. Install as a "normal" mod, i.e. place both DLLs in root folder, place the appropriate "24Bit skins" folder into your #UP#, place sample skins in the appropriate skin folders.

3- Download Carmaster's Light mod. Install it completely according to your version of the game (for me: "Carsmaster Light in the IL2 (beta)+2048 pix RC version (4 10 1)" folder into #UP# and "LA-5FN-1536 pix" folder goes there as well), including the 6 DLL files (into your root folder). Overwrite existing DLLs, including those installed with HD mod.

That's what I did, in this order, and it worked... Remember to backup your original DLLs just in case.

Hope this works for you too...
Title: Re: High Resolution / True Color Textures Mod
Post by: lam on May 13, 2013, 02:20:30 PM
Ok, I'm a little late to the game on this one...so here's a question:

Are il2 'regular' (the old) textures/skins still usable with this high resolution mod installed?
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on May 13, 2013, 02:26:23 PM
sure ... no prob with the old skins ... just use them as usual when you have this mod installed ... try it out
Title: Re: High Resolution / True Color Textures Mod
Post by: lam on May 13, 2013, 02:28:32 PM
thanks...wanted to check that before installing...didn't want to risk losing all those old skins that i've come to enjoy!  :D
Title: Re: High Resolution / True Color Textures Mod
Post by: agracier on May 13, 2013, 02:34:23 PM
Aside from the dll's, you also have to copy just one folder to your mods/#DBW folder. I think it's called '24Bit Skins'. When this folder is loaded on game startup, you will have the hi rez skins available.

Should you wish to not have the mod loaded for any reason, just disable the folder by renaming it to '-24Bit Skins' ... you don't have to do anything at all about the dll's ... leave them as they are. With 24bit Skins folder disabled, your game will simply not 'see' the hi rez skins for you to load.

And in any case, you can always use the old 512 and 1024 sized skins, with the hi rez skins mod ... it would be a pretty lean choice if all 1024 skins were no longer available, as there are not many 2048 skins available yet ...
Title: Re: High Resolution / True Color Textures Mod
Post by: lam on May 14, 2013, 09:57:33 AM
Thanks again Agracier! I'll try this out.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ace on May 14, 2013, 02:03:19 PM
Hello,


I have UP3.0, over stock 4.101.1m, i just installed D520 fighter, the plane shows up pink, I must have missed something about high resolution skins,I had the same problem with A7M2, but after some search and reeding I solved it, but until now failed with the D520. :(

I have the Storebror High Resolution / True Color Textures Mod installed #UP# folder, and activated in JSGME the UP3.0 option plus the High resolution texture DLLs, and on #UP# folder added the 24bit skins to.

On #UP# folder, inside the d250, on summer folder,  I also installed the HD default skin supplied by Ranwers.

Did I do anything wrong our missed something?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on May 14, 2013, 04:05:50 PM
Hi Ace..try the softer version of the DIIs by carsmaster. ;)

http://www.sas1946.com/main/index.php/topic,14789.0.html

See post No 1.
IMHO it would be very handy if the above thread could be linked to the High resolution thread in post #1.
Many problems got solved only by applying the light version of "Light in the IL-2".
Of course that will not cure all issues.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ace on May 16, 2013, 01:59:18 PM
Hello Tom2,

I tried the carsmaster light version, but It didn't work, still have a pink D520.

Anyway Thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on May 16, 2013, 02:23:36 PM
Hm Ace, IIRC with the mod from this thread and the right version for your game activated in JSGME (or manually put in the Mods / #DBW / #UP# etc. folder)..it should work.
Then carsmaster's mod, especially the DII files...normally, that should work.
"
Light in the IL2 by carsmaster - "Easy" Version"

http://www.sas1946.com/main/index.php/topic,14789.0.html

But: Do not use the DIIs from this thread download (the default Hi Res ones) mixed with others, I'd try
carsmaster's light download only:
5 DII files for the main install and the mod folder for your Mods folder. YOu only need the classfiles from it. Make sure to get the right version for your game version (4.09m or 4.101).

If that will not go for you, you can also try playing with your config.ini setting..
E.g. one of these two values set to 2 instead 3..

[Render_OpenGL]
TexQual=3
TexMipFilter=3

Good Luck...sorry, this mod is a biatch, needed to try some stuff until carsmaster's light version finally worked.
Title: Re: High Resolution / True Color Textures Mod
Post by: Ace on May 19, 2013, 05:01:19 AM
Hello, Tom2, Great News!1

It worked with carsmaster's DLL manual in the main folder replace 8)

Many Thanks!!!
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on May 19, 2013, 05:07:57 AM
Glad it worked!! :)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on May 25, 2013, 11:02:20 AM
Hello! If I try join a mp game with carsmasters hd mod, it fails loading MAPS like ALL MAPS
Please fix or reasearch and if i can help provide error data lemme know.

Yours truly,
Angry mob.
Title: Re: High Resolution / True Color Textures Mod
Post by: dietz on May 27, 2013, 10:56:19 AM
I have to apologize in advance because undoubtably this problem has probably been asked & answered elsewhere in the many pages of this thread-so if someone can just give me an idea I'd be delighted.I first installed this Mod in JSGME whem Ranwers brought out his superb Meteor some time ago,so that I could use the hi-rez skins.Well I couldn't get the skins to work...no matter I had a Meteor & in the back of my mind I wondered briefly what I had done wrong?
 Yesterday I installed the beautiful D520 ( it really is pretty) again it had a hi rez version with new skins.I tried the regular non hirez version & it installed fine. Then I overlayed the hi rez mod & also installed the D520 skins in Skin section. Now in a quick mission I got the dreaded Peptobismo pink version of the plane & the skins still didn't work..
  I quickly changed back to the earlier version & it still works great , but can't change skins...sigh...
Clearly I have missed a step somewhere to get this mod to work-can someone take a sec I help me out of this hole?Thanks! :-\
Title: Re: High Resolution / True Color Textures Mod
Post by: Wulfy on May 27, 2013, 11:04:04 AM
Hello! If I try join a mp game with carsmasters hd mod, it fails loading MAPS like ALL MAPS
Please fix or reasearch and if i can help provide error data lemme know.

Yours truly,
Angry mob.

So dont use these kind of mods online.... like mentioned 50 million times before ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: Ghost129er on June 07, 2013, 06:48:20 AM
Hello! If I try join a mp game with carsmasters hd mod, it fails loading MAPS like ALL MAPS
Please fix or reasearch and if i can help provide error data lemme know.

Yours truly,
Angry mob.

So dont use these kind of mods online.... like mentioned 50 million times before ;)
BUT I VANT TO! D:
PS: Used the old version, now I run #SAS mod act, with all Up3 planes, and the old HD mod, I have no idea how the bloody thing works, but it just does.
Title: Re: High Resolution / True Color Textures Mod
Post by: US_GRANT on July 15, 2013, 05:36:35 AM
I D/L'd this mod and have tried in vain to get it to work. I have tried the DBW texture mod with the standard and light dll's and all I get is a 60% crash with the standard and 95% lockup with the light version.

I am running DBW 1.71 over 4.10.1.
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Storebror on July 15, 2013, 06:48:44 AM
It's a bit hard to get valueable information about what runs how on which PC for whom.
My latest tests somehow pointed towards using the "True Color" mod part from this thread together with the latest DLLs from that one: http://www.sas1946.com/main/index.php/topic,14789.0.html
However even though I've asked a couple of times, none of the guys who managed to sort out their problems in terms of HD mod ever replied with valueable information about how they solved it, that's why this thread never got updated and is left slightly outdated by now.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod
Post by: tuskegee76 on July 23, 2013, 09:03:59 AM

any good mods that are working with stock version 4.12?

greetz
Title: Re: High Resolution / True Color Textures Mod
Post by: Heretic on July 24, 2013, 06:03:09 AM
See the 4.12 Modact thread.
Title: Re: High Resolution / True Color Textures Mod
Post by: halowraith1 on July 28, 2013, 02:10:12 PM
Activated in JSGME, without any differences in-game. Any help?
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on July 28, 2013, 02:11:56 PM
You wont see any thing like a whole new look, but you will be able to see 2048 Skins/Textures.
Title: Re: High Resolution / True Color Textures Mod
Post by: halowraith1 on July 29, 2013, 02:45:37 PM
You wont see any thing like a whole new look, but you will be able to see 2048 Skins/Textures.

Right. I downloaded the A7M Reppu, which requires this. But it still acts as if I don't have it, causing the plane to be pink/magenta.
Title: Re: High Resolution / True Color Textures Mod
Post by: BravoFxTrt on July 29, 2013, 02:57:04 PM
What Game Version and ModPack? and What Plane?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on July 29, 2013, 03:56:29 PM
You wont see any thing like a whole new look, but you will be able to see 2048 Skins/Textures.

Right. I downloaded the A7M Reppu, which requires this. But it still acts as if I don't have it, causing the plane to be pink/magenta.


Maybe read here...

http://www.sas1946.com/main/index.php/topic,33239.108.html


I tried to add some help in the posts on that page.

Basically:
Use the Hi Res Mod but the softer version of carsamster's light in the IL-2 mod.
That way if it not works it should be an error on your side...or something unforeseen.

With the Hi Res mod and carsmaster's softer/eay light in IL-2 mod version I got it running.

But still, one of my 4.09m installs is not able to fully use it as for skins.
Seems the overall install complexity and size and hardware specifications also play a role.
Title: Re: High Resolution / True Color Textures Mod
Post by: halowraith1 on July 29, 2013, 04:32:23 PM
Maybe read here...
http://www.sas1946.com/main/index.php/topic,33239.108.html

I tried to add some help in the posts on that page.

Basically:
Use the Hi Res Mod but the softer version of carsamster's light in the IL-2 mod.
That way if it not works it should be an error on your side...or something unforeseen.

With the Hi Res mod and carsmaster's softer/eay light in IL-2 mod version I got it running.

It worked, thanks.
Title: Re: High Resolution / True Color Textures Mod
Post by: Siccmade on December 03, 2013, 07:19:30 PM
So is this just make planes look better? I am wanting water and environment to look better......what do i need to do?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Boomer on December 04, 2013, 01:09:10 AM
This is the same Mod,
it makes the game allow using 2048 x 2048 textures for both aircraft and on maps   ;)

Although,you till need to download actual maps/textures done in 2048
Carsmaster has a couple maps and a water Mod
which would need to be downloaded separately for the water



 
Title: Re: High Resolution / True Color Textures Mod
Post by: ivomajic34 on January 04, 2014, 02:39:18 AM
Hey guys ! Do you know kow to increase screen resolution for IL 2 HSFX 6.017? My highest resolution in game is 1280X960, but my comp resolution is much higher (1920 x 1080)
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Malone on January 04, 2014, 04:16:53 AM
you can change it manually in conf.ini file, the width and height, first entries under [window] section, near the top.
Title: Re: High Resolution / True Color Textures Mod
Post by: VII.Racetrack on February 13, 2014, 07:10:40 AM
If I understood right, this mod make Il2 ready for HD textures but if I don't change/have any other texture nothing will change..
Am i right?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on February 17, 2014, 03:28:17 PM
You need to have eitehr Hi res skins or textures installed, of course.
Title: Re: High Resolution / True Color Textures Mod
Post by: Drewm3i on February 21, 2014, 08:42:40 AM
So using SAS Modact 5.3 on top of 4.12 what do I need? I have the package included in the optional JSGME extras, but do I need "light in the il2?" Are these DLL's built off of those? These are newer files based on the dates I believe.

Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on February 21, 2014, 11:12:20 AM

All info about how to get the High Res mod in conjunction with the Lights in The IL-2mod to work here:
If you have issues in general
http://www.sas1946.com/main/index.php/topic,33239.108.html

Read my posts here for 4.12
http://www.sas1946.com/main/index.php?topic=14789.360

http://www.sas1946.com/main/index.php?topic=14789.372

Read, young padavan! :P
Title: Re: High Resolution / True Color Textures Mod
Post by: Drewm3i on February 21, 2014, 11:52:35 AM
So, all I need to do is download the dlls for light in the il2, place them in my main install, and keep my class files from the true textures mod in the sas folder and I'm good to go?
Title: Re: High Resolution / True Color Textures Mod
Post by: teisco on March 15, 2014, 09:13:06 AM
I have an interesting problem, this mod works great with Quick Mission Builder but with one aircraft (Tu 95) it turns pink in Full Mission Builder (but fine in QMB)

Is there something about the FMB that changes or ignores the mod?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Tom2 on March 15, 2014, 01:18:22 PM
I have an interesting problem, this mod works great with Quick Mission Builder but with one aircraft (Tu 95) it turns pink in Full Mission Builder (but fine in QMB)

Is there something about the FMB that changes or ignores the mod?

If it turns pink you most likely don't have it running properly. Pink means the new textures are not read correctly.

Try using the light version of the DIIs, see above links..
My posts in those give you some tips.-
Title: Re: High Resolution / True Color Textures Mod
Post by: yughun on March 26, 2014, 06:09:17 PM
when i downloaded this, my game would not launch!  ???  WHYYYYYY (but really why did this happen?). WhatIi did is put the jsgmemods folder and endabled the one that fit my game (DBW)  and used the light version.
thanks -yughun
Title: Re: High Resolution / True Color Textures Mod
Post by: Maico on May 08, 2014, 04:41:07 PM
  This is an amazing mod.  Thank You to all involved for the hard work and the support.  Ok, enough buttering you up.  On to my question ;D
  When I first run my install(TFM 4.12.2) I see the skins ok.  However then they turn white.  When I start the mission sometimes they are ok other times they turn white.  I tried both the regular and the lite DLL's.
  Please help.  I am collecting HD skins like a mad man.

Thanks

Maico
Title: Re: High Resolution / True Color Textures Mod
Post by: FroggyCanuck on September 16, 2014, 10:22:55 AM
Hey guys, I'm in a bit of a jam. I'm running DBW 1.71 and the High-res/true color textures mod.

I cannot seem to make any map mods in high-res work (namely Uufflake's great work). Thing is, I've activated this mod and can see 2048 skins. How does the mod differ in viewing aircrafts skins vs maps?

Would any body have any ideas on how to resolve this? I've tried using the "light" dlls as suggested in this thread.

Here is the log from when I tried to open Bee's Rabaul 1944 high-res map in FMB :

Code: [Select]
Not enought hardware buffers (0), hardware disabled
[16:07:56] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[16:07:56] Default speaker config is : 1310724.
[16:07:56] Direct sound audio device initialized successfully :
[16:07:56] DX Version : 7
[16:07:56] Hardware    - disabled [buffers : 0]
[16:07:56] Extensions  - enabled :
[16:07:56]   EAX ver. 1 [ ]  - disabled
[16:07:56]   EAX ver. 2 [ ]  - disabled
[16:07:56]   EAX ver. 3 [ ]  - disabled
[16:07:56]   I3D ver. 2 [ ]  - disabled
[16:07:56]   ZoomFX     [ ]  - disabled
[16:07:56]   MacroFX    [ ]  - disabled
[16:07:56] SIMD render [X]
[16:07:56] num channels 32
[16:07:56] Cannot open audio file samples/infinite 1
[16:07:56]
[16:08:20] Loaded camouflage: PACIFIC
[16:08:20] Loading map.ini defined airfields:
[16:08:20] Detected Vertex Shaders 3.0.
[16:08:20] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[16:08:20] Vertex texture units: 32
[16:08:20]
[16:08:20] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Rabaul/rabaul_township.tga')
[16:08:20] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
[16:08:20] WARNING: TLandscape::LoadMap('Rabaul_1944/load.ini') - errors in loading
[16:08:20] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'Rabaul_1944/load.ini' loading error
[16.09.2014 16:09:57] -------------- END log session -------------
Title: Re: High Resolution / True Color Textures Mod
Post by: carsmaster on September 16, 2014, 10:48:51 AM
Not enought hardware buffers (0), hardware disabled

Check in your conf.ini



[window]
.
.
.
.
ColourBits=32
DepthBits=24
StencilBits=8


[Render_OpenGL]
.
.
.
HardwareShaders=1
Title: Re: High Resolution / True Color Textures Mod
Post by: FroggyCanuck on September 16, 2014, 12:12:35 PM
Not enought hardware buffers (0), hardware disabled

Check in your conf.ini



[window]
.
.
.
.
ColourBits=32
DepthBits=24
StencilBits=8


[Render_OpenGL]
.
.
.
HardwareShaders=1

Hi Carsmaster, thanks for the response. My config.ini file is the same as you suggest :

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1680
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[game]
Arcade=0
HighGore=1
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=1

[...]
[HotKey Console]
Shift Tab=Activate
[...]

[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.txt
LOGKEEP=0

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Title: Re: High Resolution / True Color Textures Mod
Post by: JG54Spookie on September 16, 2014, 11:06:01 PM
Thanks for spearheading this issue, Froggy. I, too, have tried the "light" dll files and still get load errors with hi-res maps, even though I can use hi-res and 24bit aircraft skins.

EDIT: here's my conf.ini if it helps anyone

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1280
height=1024
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=4
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=100000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
ClearCache=0
Arcade=0
HighGore=1
mapPadX=0.5925293
mapPadY=-0.0078125
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=1
ScreenshotType=1
jpgQuality=1.0
RecordingIndicator=1
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=7
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=11
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=10
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

FogLow=1
FogHaze=4
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
[Mods]
RandomSplash=1
netCallsign=
[QMB]
PlaneList=0

EDIT: I'm running 4.12.2 with ModAct 5.3, and have an AMD (ATI) HD7900 card
Title: Re: High Resolution / True Color Textures Mod
Post by: JG54Spookie on September 21, 2014, 03:23:05 PM
After trying every combination of DLLs, I realized that I had the hi-res texture mod (the one that came ModAct) activated in JSGME. After disabling that and starting fresh, I can now load all high-res textures, not just skins. I ended up using the class files from this mod with the "light" DLLs from carsmaster (just like others in this thread said to do).

So, my advice to anyone still having trouble after trying the combinations listed previously: make sure you don't have two instances of the same mod installed  :P
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: ol' Navy on October 24, 2014, 12:03:45 PM
After trying every combination of DLLs, I realized that I had the hi-res texture mod (the one that came ModAct) activated in JSGME. After disabling that and starting fresh, I can now load all high-res textures, not just skins. I ended up using the class files from this mod with the "light" DLLs from carsmaster (just like others in this thread said to do).

So, my advice to anyone still having trouble after trying the combinations listed previously: make sure you don't have two instances of the same mod installed  :P

What should the "hi-res texture mod (the one that came ModAct)" look like in JSGME?  I don't know whether it is enabled or not.  If it is enabled, I'll try and disable it as you said worked for you.  I have carmaster's two (from this thread) enabled, and the high-res textures are working for aircraft, but it isn't for maps.  Can you point me in the right direction?  What should I be looking for?  Thank you for any help or advice.
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: SAS~Tom2 on October 24, 2014, 02:00:54 PM

Hi!
Either use the one from carsmasters thread or the one from Mod Act 5.3, that is what I'd try. ;)

The name of the mod in JSGME
#SAS_True Color HD Skins by Carsmaster

YOu could also enable it and download the "light" or "easy" named version from "Light in the IL-2 by carsmaster".

Open it, extract all files named XXDII (6 of them) and put them in your main IL-2 install folder. That should do the trick.

Or:
Check this, reply 53:
http://www.sas1946.com/main/index.php?topic=35419.48

Good Luck
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: duanra on November 06, 2014, 01:31:54 PM
Thanks guys for ur answers.

2048 skins works.

I will test with the archive from BravoFxTrt.

2048 skins are beautiful.

The quality is awesome with NVidia inspector (with FXAA), no aliasing. My older screenshots are ugly and I configure my conf.ini.

I search for beautiful maps ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: mikelimtw on March 09, 2015, 10:46:50 PM
After trying every combination of DLLs, I realized that I had the hi-res texture mod (the one that came ModAct) activated in JSGME. After disabling that and starting fresh, I can now load all high-res textures, not just skins. I ended up using the class files from this mod with the "light" DLLs from carsmaster (just like others in this thread said to do).

So, my advice to anyone still having trouble after trying the combinations listed previously: make sure you don't have two instances of the same mod installed  :P

Hi everyone, I'm new here and trying to catch up on all the information in this forum. I've read this thread and also parts of the Modact 5.3 thread. My question is this Hi-Res/True Color mod is the same as the HD Textures mod by Carsmaster in Modact 5.3, correct? I just need to enable that option in JGSME and I'm good right?
Title: Re: High Resolution / True Color Textures Mod
Post by: SAS~Gerax on March 10, 2015, 04:12:14 AM
I just need to enable that option in JGSME and I'm good right?

yes.  ;)
Title: Re: High Resolution / True Color Textures Mod
Post by: mikelimtw on March 10, 2015, 07:40:44 PM
I just need to enable that option in JGSME and I'm good right?

yes.  ;)

Ah thanks for the clarification! I'm still sitting here trying to wrap my head around all these different mods, so this is one less thing I need to worry about.
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: bomberkiller on March 10, 2015, 08:24:08 PM
Quote
I will test with the archive from BravoFxTrt.

lol, hey Bravo, you're all right? - sorry for that post, I'm just (friendly) laughin'.  ;)

Nobody knows (without BFT) what I'm writing here... :))

Guy, I'll hope all is okay with your knee - I had your knee-problem too last week.

But wonder, today is all ok!

Best regards,

Gerhard  :)
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: Racer on July 08, 2015, 09:04:57 AM
Why when im install this mod correctly, my game is crashed when i change the HD skins? Thx.
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: SAS~Storebror on July 08, 2015, 10:18:45 AM
This mod has been superseded by newer versions long time ago.

Best regards - Mike
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: max_thehitman on July 08, 2015, 04:52:17 PM
This mod has been superseded by newer versions long time ago.

Best regards - Mike

OK.
Now you got me  ???
There is a newer version?
 I didnĀ“t know about any other mod-version.
My game is working fine since I installed this mod 3 years ago.
What newer version is there? Did Some one invented a better one?

Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: western0221 on July 08, 2015, 08:13:52 PM
There is a newer version?

Sticky and Top of the Visuals section v1.1 with 4K textures.
http://www.sas1946.com/main/index.php/topic,42744.0.html
Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: max_thehitman on July 09, 2015, 06:25:22 AM

Thank you (Arigatou) Western0221,
I did see that version before. I also have downloaded it, but have not used it in my game.
What I have now in my game is working perfect for me and my needs.

I thought that Mike SAS~Storebror was talking about another version made some one else.
All is explained. Thank you!  :)

Title: Re: High Resolution / True Color Textures Mod v1.0
Post by: Leaves on July 19, 2015, 08:42:57 PM
I'd just like to point out that I tried this version of HiRes/True Color Tex mod and also v1.1 and everything worked except none of the high res maps would load (a common problem for some I have read), the only way I could get the high res maps to work was to get the il2_core.dll file from Carsmaster Light in the IL2 (beta)+2048 pix RC version Light versionDLLs and overwrite the one included in both HiRes mods. 4096 textures won't work though. This is with v4.101