Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Visual Mods => Topic started by: SAS~Storebror on September 25, 2014, 08:51:45 AM

Title: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 25, 2014, 08:51:45 AM
Hi Folks,

this is version 1.1 of the "High Resolution / True Color Textures Mod" Package. This is the follow up of v1.0 posted here: http://www.sas1946.com/main/index.php/topic,33239.0.html
It enables you to use Textures with HD resolutions (up to 4096 x 4096 pixels now) 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.
Also many thanks to the sample skin creators: Buhli (Fw-190A-8/A-9 4K Skin), RDDR (P-47D-27/-late 4K Skin) and SAS~GJE52 (various Spitfire 2K Skins).

(http://s13.postimg.cc/hem9nwj7r/P47_4_K.jpg) (http://postimg.cc/image/3kxwyuqmb/full/)

(http://s13.postimg.cc/l9pnqh2dj/Fw190_4_K.jpg) (http://postimg.cc/image/vwjgvwair/full/)

Please find the second public Release version v1.1, for download below:

High Resolution True Color Texture Mod Package v1.1 (http://www.mediafire.com/download/qag791j3bggwurs/High_Resolution_True_Color_Textures_v1.1.zip) (Mediafire)
High Resolution True Color Texture Mod Package v1.1 (https://www.firedrive.com/file/CE5CDB0B9D7FE8C8) (Firedrive)
High Resolution True Color Texture Mod Package v1.1 (https://byteshot.com/euLPcG/) (Byteshot)
The regarding Manual can be found here:
High Resolution True Color Texture Mod v1.1 Manual (http://www.mediafire.com/view/llmbf1hdig3l12g/High_Resolution_True_Color_Textures_v1.1.pdf) (Mediafire)
High Resolution True Color Texture Mod v1.1 Manual (https://www.firedrive.com/file/C00BC1D3C6A56381) (Firedrive)
High Resolution True Color Texture Mod v1.1 Manual (https://byteshot.com/SaAjia) (Byteshot)

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 v1.1                 *
*                                                                             *
 *****************************************************************************

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 this in order to use high resolution textures.
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.

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

Features:

HD Textures up to 4096x4096 pixels.
True color custom bitmap skins on aircraft.

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

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.
Additional DLLs (il2corSSE3.dll, il2corSSE4.dll, msvcp71.dll, msvcr71.dll) by
carsmaster based on his "Lights in the IL-2" mod.
True Color Texture Mod by SAS~Storebror.
4096x4096 HD Sample Skin for Fw-190A-8/A-9 by Buhli.
4096x4096 HD Sample Skin for P-47D-27 / D-27 late by RDDR.
2048x2048 HD Sample skins by SAS~GJE52.
Original game files by 1C/Maddox.

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

                     Enjoy and redistribute FOR FREE!

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

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Mick on September 25, 2014, 09:52:28 AM
Hello Mike,

Looks like we have a prob with Mediafire ...


"File Blocked for Violation.

The file you requested has been blocked for a violation of our Terms of Service.

Still have questions, or think we've made a mistake? Please contact support for further assistance."
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 25, 2014, 10:01:48 AM
I'm getting tired of this internet crap.
What the flying f**k?
Mediafire doesn't tell me anything about what should be wrong with that file. I can download it flawlessly and it's listed properly on my files.
But anyone else can't.

Argh!

Another two hours to search for another file hoster? No.
Volunteers for mirroring this file, please post here.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Mick on September 25, 2014, 10:31:23 AM
... I believe it is because of the DLLs that they are blocking the file ...

I'd gladly mirror it except I can't first DL it ...!  :'(

Mike please tell me if the file is less than 25 Mb, then I'll give you my Gmail address and DL it from there and then upload it somewhere else ...  ;)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 25, 2014, 10:36:52 AM
The file size is 114MB. I'm currently uploading it to a different mirror, let's see what it gives.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on September 25, 2014, 10:38:30 AM
Yes sometimes mediafire.com works poorly.
But today is working properly.
Downloaded well.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Mick on September 25, 2014, 10:41:24 AM
... you are right Carsmaster, unbelievable but true ... now it is working properly ...!!  ???

First time I see this with Mediafire ...
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Malone on September 25, 2014, 10:44:17 AM
no problems on my side with mediafire d/l. thanks for the cool mod! :D
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 25, 2014, 10:52:48 AM
Yep, seems that Mediafire recovered. Nevertheless 2 more mirrors are added now.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Bombsaway on September 25, 2014, 01:05:37 PM
Very nice. Thank you. :) Bug.. the P-47 skin, on the under belly the writting is backward as if looking at writting in a mirror. Also, I'm not sure about this as its been sometime since I flew the P-47 but could the new dll's cause this.....

(http://s19.postimg.cc/4pg9pytk3/2014_09_25_at_18_52_43.jpg) (http://postimage.org/)

The outside view, the canopy goes up and down instead of rolling back or forward.

I'm sure it must be another conflict but since I dont change dll's often, I thought I would ask.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on September 25, 2014, 01:54:21 PM
Very nice. Thank you. :) Bug.. the P-47 skin, on the under belly the writting is backward as if looking at writting in a mirror. Also, I'm not sure about this as its been sometime since I flew the P-47 but could the new dll's cause this.....
The outside view, the canopy goes up and down instead of rolling back or forward.
I'm sure it must be another conflict but since I dont change dll's often, I thought I would ask.

DLL is not move canopy. ;D

Canopy move in class.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Tom2 on September 25, 2014, 01:58:00 PM
+1 from my "experience". That was a typical classfiles incompability bug with early HistoMod versions if used on top of default modpacks, canopies inverted, moved forward etc.

Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Bombsaway on September 25, 2014, 02:12:35 PM
Thanks. I thought it was a mod conflict but I thought I would ask. :)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: BravoFxTrt on September 25, 2014, 04:44:16 PM
Works great, thanks Carsmaster and Mike :)

(http://i.imgur.com/95Q3ws6.jpg)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: benitomuso on September 25, 2014, 09:34:46 PM
First report of trouble:

pre-DBW2 (ModAct5 and HSFX7 heavy MODded). No problem on seeing 4K skins in Arming screen of a plane, but when you try to launch a misión, I made attempts with 5 different maps, and all of them report an Error loading Blablabla/Blablabla.ini (when loading landscape).

I remembered similar issues with previous DLLs of Carsmaster. So I brought up the last I had running (most of them with dates higher tan the ones of this MOD v1.1) and game started to work again. The v1.1 classes, with those working DLLs crash when trying to open a 4K skin.

Regards,
                       Pablo
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 26, 2014, 12:37:31 AM
No log.lst = No help.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: benitomuso on September 26, 2014, 04:47:02 AM
No log.lst = No help.

Mike,
            more than requesting help I was just letting you know. The log is quite trivial in this case, it only speaks about the impossibility of loading the landscape:

Code: [Select]
[10:42:05 AM]    INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/NoiseTL.tga')
[10:42:05 AM]    WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error'
[10:42:05 AM]    WARNING: TLandscape::LoadMap('Crimea/load.ini') - errors in loading
[10:42:05 AM]    Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]    java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[10:42:05 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[10:42:05 AM]        at com.maddox.il2.game.Mission.loadMain(Mission.java:855)
[10:42:05 AM]        at com.maddox.il2.game.Mission._load(Mission.java:645)
[10:42:05 AM]        at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[10:42:05 AM]        at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:407)
[10:42:05 AM]        at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:42:05 AM]        at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:42:05 AM]        at com.maddox.il2.game.Main.exec(Main.java:422)
[10:42:05 AM]        at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:42:06 AM]    Landscape 'Crimea/load.ini' loading error
[10:42:06 AM]    java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[10:42:06 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[10:42:06 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[10:42:06 AM]        at com.maddox.il2.game.Mission.loadMain(Mission.java:855)
[10:42:06 AM]        at com.maddox.il2.game.Mission._load(Mission.java:645)
[10:42:06 AM]        at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[10:42:06 AM]        at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:407)
[10:42:06 AM]        at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[10:42:06 AM]        at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[10:42:06 AM]        at com.maddox.il2.game.Main.exec(Main.java:422)
[10:42:06 AM]        at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I had High Resolution Noise textures, and even disabling them, the same happens. It is even before loading the plane texture itself.

And as I told you: it is a DLL problem. In former times, similar problems were solved by this in Conf.ini:

Code: [Select]
//TexMipFilter=3 //By PAL, because of Problem with 2048Skins
TexMipFilter=2

But not now.

Regards,
                        Pablo

Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 26, 2014, 05:04:57 AM
The log is quite trivial in this case, it only speaks about the impossibility of loading the landscape
Logs are never trivial ;)
Yours for instance clearly tells us that...
Code: [Select]
[10:42:05 AM]    Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]    java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
...the error happens here:
Code: [Select]
    if (!cLoadMap(paramString, paramArrayOfInt, i, paramBoolean))
      throw new RuntimeException("Landscape '" + paramString + "' loading error");
...which in turn means that the native function "cLoadMap" from il2core.dll returns "false" and that in turn means that there is insufficient texture memory available in your GPU to load all objects on that map.
That's the risk of having 4K² textures: You might not be able to run it on your hardware.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: benitomuso on September 26, 2014, 05:30:33 AM
The log is quite trivial in this case, it only speaks about the impossibility of loading the landscape
Logs are never trivial ;)
Yours for instance clearly tells us that...
Code: [Select]
[10:42:05 AM]    Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]    java.lang.RuntimeException: Landscape 'Crimea/load.ini' loading error
[10:42:05 AM]        at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
...the error happens here:
Code: [Select]
    if (!cLoadMap(paramString, paramArrayOfInt, i, paramBoolean))
      throw new RuntimeException("Landscape '" + paramString + "' loading error");
...which in turn means that the native function "cLoadMap" from il2core.dll returns "false" and that in turn means that there is insufficient texture memory available in your GPU to load all objects on that map.
That's the risk of having 4K² textures: You might not be able to run it on your hardware.

Best regards - Mike

Mike,
             I would say your interpretation is half true:

-The problem is not with a 4k texture but with a normal one: INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/NoiseTL.tga').
-The GUIAirArming class loads the 4k texture of a plane skin without trouble.
-I have a GeForce GTX760 with 4Gb (yes, 4Gb memory).

So: not exactly.

Regards,
                     Pablo

PD: any other map does the same
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: bomberkiller on September 26, 2014, 05:55:59 AM
Hello Benitomuso, Hi Mike,

Very interesting!
That night I had the same problem as Benitomuso and had everything I seemed logical "crash" so as to prevent attempts.
If the crash prevents could not load the map - I turned to the problem in a circle.

But the "new?" carsmaster's mod incl. all the "HD Mod DLL's"...: The 2048-skins are working perfectly!

[Win7 64 - Intel Quad Core (4 x 2.4 GHZ) - 4 GB RAM]

Quote
-The problem is not with a 4k texture but with a normal one: INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/NoiseTL.tga').
-The GUIAirArming class loads the 4k texture of a plane skin without trouble.
-I have a GeForce GTX760 with 4Gb (yes, 4Gb memory).

Benitomuso, I'm here on my "Online" Rig with a Nvidia 660/ 2 GB RAM.

Nevertheless, thanks to carsmaster and Mike.

wbr, Gerhard
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 26, 2014, 06:28:11 AM
-The GUIAirArming class loads the 4k texture of a plane skin without trouble.
-I have a GeForce GTX760 with 4Gb (yes, 4Gb memory).
-The GUIAirArming class has to show the textures of only one aircraft at a time, no ground objects etc., so that's quite different.
-I have a GeForce 550ti with 1GB (yes, 1GB memory)
-Everything's working fine and dandy on my Modact 5 game
-Do we want to continue the pissing contest or would you want to give it a try on something less heavily modded than Pre-DBW 2.0?

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: bomberkiller on September 26, 2014, 06:51:21 AM
Quote
Do we want to continue the pissing contest...

Hello Mike,

no, never!

But please let me know about your CPU and RAM,

Gerhard  ;)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: benitomuso on September 26, 2014, 06:56:46 AM
-The GUIAirArming class loads the 4k texture of a plane skin without trouble.
-I have a GeForce GTX760 with 4Gb (yes, 4Gb memory).
-The GUIAirArming class has to show the textures of only one aircraft at a time, no ground objects etc., so that's quite different.
-I have a GeForce 550ti with 1GB (yes, 1GB memory)
-Everything's working fine and dandy on my Modact 5 game
-Do we want to continue the pissing contest or would you want to give it a try on something less heavily modded than Pre-DBW 2.0?

Best regards - Mike

Mike, I'm not in any pissing contest. Probably you know the meaning of "Ceteris Paribus" concept, tell me if my logic is not proper. After the first failure I tried:

preDBW2 as I used it without any troubles with v1.0 of HR MOD
NO 4K texture!!! (because as you I thought: Oh, the 4K texture are too extreme). So only normal textures, only one plane, not less than 3 maps tried.

And it is a no go. What have changed? The DLLs (plus the two classes), not the texture themselves. Nothing heavier is being loaded and it still is unable to manage the normal case that previous version managed.

Perhaps you didn't understand when I explained that reverting the DLLs I restored a not working game (in any size of texture even apart of the 4k because I tested all) to a working one (with less than 4k textures). Without any other change. Same plane, same texture, same map, same everything except DLLs. Am I thinking in a twisted way?

I apologize if any of my comments took the shape of a cynical one, but I only was emphasizing, nothing else.

Regards,
                     Pablo
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on September 26, 2014, 07:27:28 AM
to benitomuso

What OS are you using?

If Win 7-32bit, then try to set the swap file over 3 GB or 4 GB.
As far as I know the 32 bit system is more than 4GB swap file does not use.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: benitomuso on September 26, 2014, 07:50:21 AM
to benitomuso

What OS are you using?

If Win 7-32bit, then try to set the swap file over 3 GB or 4 GB.
As far as I know the 32 bit system is more than 4GB swap file does not use.

Carsmaster,
                    I have Win7 64bit with the Swap File set to auto, and actually being about 16Gb in an SSD disk.

  But again: your last published previous DLLs work OK under the same conditions.

  Thanks,
                    Pablo
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on September 26, 2014, 08:01:08 AM
to benitomuso

What OS are you using?

If Win 7-32bit, then try to set the swap file over 3 GB or 4 GB.
As far as I know the 32 bit system is more than 4GB swap file does not use.

Carsmaster,
                    I have Win7 64bit with the Swap File set to auto, and actually being about 16Gb in an SSD disk.

  But again: your last published previous DLLs work OK under the same conditions.

  Thanks,
                    Pablo
I'm sorry, but:
1 DLL created for a clean version of the game. !
2 is amended and refined DLL in the near future will not be.
3 There is no time and desire........

Edit:
[10:42:05 AM]    INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/NoiseTL.tga')

NoiseTL.tga    in RGB or index color ?

Create  NoiseTL.tga  in index color.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on September 26, 2014, 12:14:37 PM
please let me know about your CPU and RAM
CPU:
(http://s1.postimg.cc/of7szlatb/L_Intel_MD8088_2_B.jpg)

RAM:
(http://s1.postimg.cc/5behj8xz3/kernspeicher2.jpg)

@Pablo: I'm not exactly sure but the issues might be related to the way the new DLLs reserve space for textures.
I have to reverse engineer the DLLs a bit further but maybe they're always allocating 16 times as much memory as the default textures would require, that would explain why on some installations (mostly those with modded effects, more textures to load on those maps) even large scale systems run out of resources.
Just an idea.
Basically there's nothing much that changed in the DLLs, if I didn't miss something it's just 4 bytes in fact that changed from "old" 2K type DLLs to the new 4K ones.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: bomberkiller on September 26, 2014, 01:44:29 PM
Mike, Du bist ein schlimmer Finger, so richtig böse :))

Übrigens, Deine Kiste ist viel zu kompliziert!

Hier ein Photo von meinem Komplettrechner:

(http://www11.pic-upload.de/26.09.14/h9ndd7o5jzyn.png)

Gruß, Gerhard  ;D   8)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Tom2 on September 26, 2014, 01:54:22 PM
Lol. :D
Guys, like my young working mate said :D:
Contenance!
Have a smoke or a nice tea, some snacks and enjoy the day.
Somehow I am so satisfied with the previous "easy DII" high definition True C. version that I wait until some heavy map textures come out before switching.
Easy coming easy going lads. (..at least until next week aka after weekend.)

Thank you BTW. :D
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: bomberkiller on September 26, 2014, 02:01:17 PM
Hi Thorsten,

No excitement, Mike and Bk have a lot of fun when they tease each other!  ;D

Regards, Gerhard  :)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 01, 2014, 04:27:13 AM
Hi ,

I downloaded this , put th contents inside my jsgmemods activated it and...Nothing happens ! i have 4.12.2m and SAS Modact 5.3

Could you please help me with this ?

Sorry if my english is not perfect...

Best regards.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on October 01, 2014, 07:27:46 AM
Nothing happens
Tried to use one of the planes with sample HD skins?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: The Radge on October 01, 2014, 11:31:21 AM
Nothing happens
Tried to use one of the planes with sample HD skins?

...for example, Spitfire Mk. VIII ;) :D
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 01, 2014, 11:52:41 AM
I didn't i will try , thans for your reply !
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 01, 2014, 12:09:06 PM
I downloaded some hd skins for an aircraft i downloaded ( D520 ). And again, nothing happens... :(

I'm sorry to bother you , it's just that this Higher Resolution looks great !!
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on October 01, 2014, 01:34:29 PM
nothing happens...
Please be more specific.
Did you consider reading the readme yet?

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~GJE52 on October 02, 2014, 08:52:01 AM
If all else fails ... RTFM


 ;)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 04, 2014, 02:36:08 PM
I activated this mod with jsgme but...Still doesn't work...


Sorry to annoy you guys...

Best Regards.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on October 05, 2014, 12:40:01 AM
You constantly fail to describe what "doesn't work" precisely means in your case.
You never answer to any of the suggestions given to you.
One more post of this kind and I will dump all your posts off this thread since I slowly get the feeling that you're just a troll.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 07, 2014, 03:14:35 PM
To make this clear , The new Textures don't load , i have still the old textures like the mod wasn't there.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Storebror on October 08, 2014, 12:06:34 AM
This means you either didn't install the mod correctly or you forgot to activate it.
Do it again. Read the readme. It's not that hard.
If it still doesn't work for you, then please show us a line of screenshots starting with the installation (screenshot of your JSGME folder contents for instance), the activation (JSGME screenshot) and the missing content (screenshot of the skin selection ingame where we can see what skins are available and what is missing).

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 08, 2014, 11:23:25 AM
OK i'll try to reinstall all , Thank you !
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Segasensei on October 08, 2014, 11:43:43 AM
It Worked !!

Thanks for your help , Sorry to have bothered you guys , Nice work by the way.


Have a nice day !


Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: wolfiz on October 08, 2014, 04:47:22 PM


Code: [Select]
//TexMipFilter=3 //By PAL, because of Problem with 2048Skins
TexMipFilter=2

[/quote]

I've never been able to use this mod in its complete form, only with a different il2_core.dll, which only worked with 2048x 24bb skins max. Now with this one change in conf.ini the complete mod works fine with 4096x!

I don't feel compelled to use 4096 every time I fly now, even though I use 2048 often (they still work fine now). But it's nice to know it works.

(https://scontent-b-iad.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/10614281_762458057144990_4739814316520683495_n.jpg?oh=4dd986a4d6b1773c4cf023a220aa7581&oe=54AF70A6)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: barnesy12 on October 10, 2014, 01:50:14 AM
thank you to all concerned have just tried this in hsfx 7 this is fabulous  the 4096 skins are just un believable  the dlls work great  just a must have addition  to any install   well done thank you
 cheers barnesy :)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: duanra on November 04, 2014, 01:51:32 PM
EDIT : In my log.lst : "'PaintSchemes/Cache/2392187685812144164/skin1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 67108864 Bytes!" etc.


Hi guys, I have UP3 RC4 and I can't see the 4K skins (2048 skins works !).

I use UP3 RC4 with 4.10.1M.

I explain, I set my JGME (cf. picture), I launch the game and I select a 4K skin and not change for me.

When I return on the menu, I see a white/pink skin and not the 4K skin.

I've just put files in #UP# and .dll from Light Carmaster (not the light dll's version). I have i5 3570K, NVidia 780, SSDs...

I tested with a lot of .dll. What is the best for use Lighr Carmaster + HD Skin ?

You can see my issue with some pictures here :
(http://img.imagesia.com/fichiers/qk/2_imagesia-com_qkvn_small.jpg) (http://imagesia.com/2_qkvn)
(http://img.imagesia.com/fichiers/qk/3_imagesia-com_qkvr_small.jpg) (http://imagesia.com/3_qkvr)
(http://img.imagesia.com/fichiers/qk/4_imagesia-com_qkvt_small.jpg) (http://imagesia.com/4_qkvt)
(http://img.imagesia.com/fichiers/qk/5_imagesia-com_qkvq_small.jpg) (http://imagesia.com/5_qkvq)
(http://img.imagesia.com/fichiers/qk/6_imagesia-com_qkvs_small.jpg) (http://imagesia.com/6_qkvs)
(http://img.imagesia.com/fichiers/qk/7_imagesia-com_qkvp_small.jpg) (http://imagesia.com/7_qkvp)

Thanks a lot guys !
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: BravoFxTrt on November 05, 2014, 03:09:52 PM
Hi Duanra, try this one:  http://www.mediafire.com/download/oua4v6p3smd0a7q/jsgmemods.zip
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: SAS~Tom2 on November 05, 2014, 03:37:27 PM


Code: [Select]
//TexMipFilter=3 //By PAL, because of Problem with 2048Skins
TexMipFilter=2


I've never been able to use this mod in its complete form, only with a different il2_core.dll, which only worked with 2048x 24bb skins max. Now with this one change in conf.ini the complete mod works fine with 4096x!

I don't feel compelled to use 4096 every time I fly now, even though I use 2048 often (they still work fine now). But it's nice to know it works.
[/quote]


But this conf.ini setting changes your GFX quality. I#d rather sue carsmaster's light DII files and see how far you get with those.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: duanra on November 06, 2014, 01:33:39 PM
Thanks guys.

2048 skins works, are beautiful.

My game looks better than my older screens (my last post) with FXAA from NVidia inspector.

No aliasing etc.

I will test for 4K skins. [EDIT : ok I test with new .dll and 4K skins not works :()

I search for beautiful maps textures, any ideas ?

Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: LucShep on December 22, 2014, 02:24:15 PM
I'm a bit of a dummy regarding IL2 mods, but slowly getting into all of it again after years.
Right now I got it patched to 4.12.2m, HSFX 7.03 installed, and a few compatible mods working after following instructions in their respective threads.

All good so far, but I'm a bit confused after installing this one...  :-[ ...I'm not sure if it's this "HD/True Color Mod" that isn't working or if it's the skins in HSFX that aren't in high-res(?).
I suspect the latter may be the problem (and the former being more of a solution to enable HD skins?). If so, are there any "high res skinpack" (or compilation of HD skins, 2048 or 4096 pixels) that can be downloaded?

I'm at that point where I'm well pleased with the installation I got here, so much that I now can't help but notice the regular res. textures (somewhat blurry) when looking at the aircraft wings from the cockpit (:P), so any help is very appreciated.  8)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Gumpy on December 22, 2014, 03:06:54 PM
All you can do is download a 2048x2 skin and see if it will show up on a plane,try this one.   http://www.sas1946.com/main/index.php/topic,43197.0.html   by bomberkiller put it in your Bf-109E-3 skins folder or your Bf-109E-4 skin folder if you don't have the E3 and see if it will show up. ;)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: LucShep on December 26, 2014, 07:47:49 AM
All you can do is download a 2048x2 skin and see if it will show up on a plane,try this one.   http://www.sas1946.com/main/index.php/topic,43197.0.html   by bomberkiller put it in your Bf-109E-3 skins folder or your Bf-109E-4 skin folder if you don't have the E3 and see if it will show up. ;)

Thanks! :) It works (and looks great).

Now all we need is a hi-res skinpack for default planes. 8)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: western0221 on January 13, 2015, 04:38:46 PM
This HD MOD's dll doesn't work on AMD CPUs.


Ago, about Beta 0.8 time, dll didn't work on AMD CPUs.
When version 1.0 was released, AMD CPUs became OK.
But version 1.1 , becomes NG again.

Please check compiling option or optimazing....


EDIT:
Aircrafts seems OK with HD 2k skins.
Ships cannot use 2k skins.... ?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: rockdoon on January 13, 2015, 06:29:18 PM
ill have to check but i think I'm running this mod on my computer and i have an AMD processor... ill double check and confirm
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: western0221 on January 14, 2015, 12:15:49 PM
I try to re-install several versions of HD / True Color MOD I have.

This version DLLs work OK for my AMD CPU PC with both aircrafts with HD skins and ships with HD skins.
Timestamp is 16th/June/2013 , 09h:07m GMT.
il2_core.dll , il2_corep4.dll , il2corSSE3.dll , il2corSSE4.dll , msvcp71.dll and msvcr71.dll -- these 6 DLL files' timestamps are consistent.
I don't know this timestamp version is "what version number called" instead.


Other versions like 04th/May/2013 , 17h:50m GMT DLLs don't work with ships HD skins on AMD CPU.
By these versions, only aircrafts HD skins work OK.


EDIT:
Using 2K skins ships are rare now.
Maybe published is only damawo's IJN Ise BB in his blog.
But I think "DLL cannot handle ships' 2K skins" versions also cannot handle 2K textures in Clouds or Woods published in SAS.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on January 14, 2015, 02:38:16 PM
I try to re-install several versions of HD / True Color MOD I have....
I regret.
I've never used CPU AMD.
I never used the GPU ATI.
I'm sorry, but no optimization. I do not have time.
Maybe you can get help in settings friends from the site SaS.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: Ass Eagle on January 14, 2015, 02:45:34 PM
if all else fails, try carsmaster "light" hd .dll's. No 4096 support but flawless with 2048 with AMD CPU & GPU.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: western0221 on January 16, 2015, 07:30:27 AM
I try to re-install several versions of HD / True Color MOD I have....
I regret.
I've never used CPU AMD.
I never used the GPU ATI.
I'm sorry, but no optimization. I do not have time.
Maybe you can get help in settings friends from the site SaS.

Do you remember the version of this timestamp, 16th/June/2013 , 09h:07m GMT ?
This timestamp DLLs I have , work perfectly on AMD CPU / ATI GPU PC with all the objects Aircrafts/Ships/Clouds/Woods in 2048x2048 textures.

(Other timestamp DLLs work only about Aircrafts on AMD CPU, other Ships/Clouds/Woods make errors)

So, if you update 16th/June/2013 , 09h:07m GMT's DLLs to 4096x4096 textures, it will be all OK.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: carsmaster on January 16, 2015, 01:38:36 PM
  to  western0221


Give me these DLL( all pack  16th/June/2013 , 09h:07m GMT's)

I will download and I will look.
 
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: western0221 on January 16, 2015, 03:39:06 PM
  to  western0221


Give me these DLL( all pack  16th/June/2013 , 09h:07m GMT's)

I will download and I will look.

Thanks your kindness.
I sent you a PM with a download link.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25]
Post by: zsoltquack on January 21, 2015, 11:51:27 PM
Very nice. Thank you. :) Bug.. the P-47 skin, on the under belly the writting is backward as if looking at writting in a mirror. Also, I'm not sure about this as its been sometime since I flew the P-47 but could the new dll's cause this.....

(http://s19.postimg.cc/4pg9pytk3/2014_09_25_at_18_52_43.jpg) (http://postimage.org/)

The outside view, the canopy goes up and down instead of rolling back or forward.

I'm sure it must be another conflict but since I dont change dll's often, I thought I would ask.

Hello,

How to turn the chocks?

Zsolt
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 05, 2016, 05:13:07 AM
Hi all.

Apologies for bringing up a post that was last updated 18 months ago, but I'm getting increasingly frustrated.

First of all, I'm not new to il2 - got the first one that came out, then PF, and recently tried out CloD and now 1946. Loved CloD's potential, but got so irritated by the stuttering just when engaging the enemy and couldn't find a solution that worked, so thought I'd try 1946. Love the game, but after being a little pampered with the graphics of CloD and War Thunder, I looked at the mods for 1946. Now prepare yourselves, I'm a complete noob at modding!

I'm happy with stock 1946, not interested in online multiplayer (don't have the time or the skill!), but just want to beef up the look of it, which led me here. I've installed SAS Modact 5.3x and it's optional mods. If memory serves, these come with a version of the Hi res mod, but it never seemed to work for me. I'm completely open to the possibility that I've not installed it correctly, which is why I'm gonna reinstall it from scratch (thank God I made a back up of the stock version).

Can someone give me an idiot's guide to installing and configuring this? I've read the readme's, and attempted to understand the various threads and comments here, but it's just confusing me. I launched the jsgme.exe and activated the True Color Textures for SAS ModAct, High Resolution Texture Dlls and the Hi Res True Color Sample Custom Skins mods, as well as a few others including Carsmaster's water mod that came with the package, but I'm still getting low res textures on the ground, and I don't think I'm getting any change in the aircraft either.

What am I doing wrong? Do I need to increase the memory allocation in the il2 Selector.exe? Do I need to mess around with the conf.ini? Do I need to download actual ground textures?

Any help would be appreciated.

Thanks
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 05, 2016, 05:35:34 AM
Maybe there's a general misunderstanding here:
This mod doesn't "magically" turn the whole game into high res, all it does is to enable you to use larger textures (2K² or 4K² instead of 1K² pixels).
The textures (ground, aircraft, whatever) ship separately, for instance as "HD" aircraft skins.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 05, 2016, 06:01:41 AM
Thanks Mike. That did cross my mind. So I've probably done it right, I just need to download the actual objects? Am I right in thinking they're all readily available within this site? Is it one download per item? Individually wrapped aircraft? What about ground textures? And should the water not have worked though?

Sorry for the utter thicky-ness.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 05, 2016, 06:06:51 AM
Water is a completely different thing.
There are several water mods available (most famous will be water=4) but they need specific conf.ini settings.
Let's discuss that in the regarding thread(s).

The HD skins are available as separate downloads, that's true.
There's a couple of HD skins available in the skin downloads section here at SAS, the HD ones are usually marked with an "HD" thread icon.
One example here: http://www.sas1946.com/main/index.php/topic,51405.0.html
You can test whether the HD mod installation went well simply by downloading and installing such an HD skin and checking whether or not you can select it in the game.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 02:17:55 AM
Hi again,

I'm afraid it didn't work. Once mods are activated, and game started. I go into the QMB, go into the loadout, and attempt to change the skins for the associated planes. They all show the default and a void paintjob, apart from the P47D-27, which has a few others, but none of them have the words 4k, 2k or HD in the description.

I have added the excerpt from my log file below. (apologies for the long post - I did try to use the insert code function, but it keeps telling me I can't post external links. What's that all about?!)

Quote
[Sep 6, 2016 7:43:06 AM] ------------ BEGIN log session -------------
OpenGL provider: dx8wrap.dll
OpenGL library:
  Vendor: 1C.Multimedia.Dev/Maddox.
  Render: DirectX8.
  Version: 1.1
  Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
Size: 1680x1050
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
  • PentiumPro
  • Multimedia (MMX)
  • 3D (SSE)
  • 3D (SSE2)
  • 3D (3DNow)

ColourBits 32, ABits 0, ZBits 24

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

    Maximum texture size : 16384
    Maximum simultaneous textures :8
    MaxAnisotropic (1.0 = none) : 1.000000
    WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
    WARNING: 'Perfect' Mode required pixels shaders
    WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
    WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
    15 Splashscreens available.
    AutoMounting SFS files from folder SFS_AUTO now...
    Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
    Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
    Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
    Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
    Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
    AutoMounting SFS files from folder SFS_AUTO finished.
    INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
    INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
    INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
    INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
    INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
    Initializing DirectSound playback device...
    Primary buffer created.
    Playback format is set : sampling rate = 44100, num channels = 2.
    Not enought hardware buffers (0), hardware disabled
    Buffer caps : Transfer rate = 0, CPU overhead = 0.
    Default speaker config is : 1310724.
    Direct sound audio device initialized successfully :
    DX Version : 7
    Hardware    - disabled
[buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission Records/Intro 04 Ed.trk...
Load bridges
Load static objects
warning: no files : music/crash
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVc/Test Skin (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVc/Test Skin (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/Fw-190A-8/Test Skin (HD 4096).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/AX-W (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/AX-W (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/Default 1 (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/Default 1 (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/Default 2 (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/Default 2 (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/Dirty Alloy (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/Dirty Alloy (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/Dirty Alloy RAF (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/Dirty Alloy RAF (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/FT-H (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/FT-H (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/Prototype (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/Prototype (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/RAF 2 NM (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/RAF 2 NM (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/RAF NM (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/RAF NM (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/RZ-U (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/RZ-U (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/SA-S (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/SA-S (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/ZP-Q (HD 2048).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/SpitfireMkVIII/ZP-Q (HD 2048).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/P-47D/Test Skin (HD 4096).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/P-47D/Test Skin (HD 4096).bmp NOT loaded
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/P-47D-27/Test Skin (HD 4096).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/P-47D-27/Test Skin (HD 4096).bmp NOT loaded
[Sep 6, 2016 7:45:32 AM] -------------- END log session -------------
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 06, 2016, 03:58:52 AM
Please enable "#SAS_True Color HD Skins by Carsmaster" in JSGME and please also take a look again at your conf.ini (http://www.sas1946.com/main/index.php/topic,9756.msg185327.html#msg185327), currently your game is running in DirectX mode but IL-2 only works perfectly when being run in OpenGL mode.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 05:30:16 AM
I won't be able to do anything till I get home from work later. However, I tried changing from DirectX to OpenGL from within the game itself, and it looked as though it restarted the game, but when it started loading back up, it crashed (no error). Haven't had a look at the log file yet. When I manually started the game again, it was back to DirectX.

Is it preferable to change to OpenGL from the config file instead of in-game? Again, I'll try to edit the conf file and let you know how I get on.

Thanks
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 06, 2016, 05:34:48 AM
General speaking it should work both ways.
There's also an "il2setup.exe" in the game folder where you can switch between DirectX and OpenGL mode.
The only reason for using DirectX would be when your PC is using CPU-integrated graphics ("Intel HD <whatever>").

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 05:48:18 AM
See, told you I was a noob! Didn't see the il2setup. Will try that. And definitely not onboard gfx - pci-e ati/amd 7560 (I think). Fantastic little card for the cost, and should be more than man enough to play this without too much hassle.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 06:13:30 AM
Right, I'm remote controlling my machine, and cannot see an il2setup.exe - even done a search within the IL 2 Sturmovik 1946 folder...nuffing! And I've gone to enable the "#SAS_True Color HD Skins by CarsMaster" mod, and it's saying that the 6 dll's (il2corSSE3.dll, il2corSSE4.dll, il2core.dll, il2core4.dll, msvcp71.dll and msvcr71.dll) have already been altered by the "HD Mod DLL's" mod.

Shall I continue?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 06, 2016, 06:39:56 AM
Yes you can continue, even though if I were you I'd do it the other way around.
So: First disable the "HD Mod DLLs", then enable the "#SAS_True Color HD Skins by CarsMaster" entry and finally re-enable "HD Mod DLLs" again.
The latter will give you the same warning, in that case simply say "yes" and continue.

The fact that there's no il2setup.exe in your folder might be due to it being a Steam installation, I'm not familiar with Steam IL-2 installs.

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 08:56:10 AM
Hi again.

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

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

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

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

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

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

Any ideas?

On the up side, I've just run the CarsMaster's water mod, and it works. So just need to figure out why my aircraft skins won't load.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on September 06, 2016, 09:26:34 AM
The 190A-8 skin is a 4K² one, this might be just too much for your graphics card.
Did you try to select one of the 2048 skins, e.g. from the Spit VIII?

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

Best regards - Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Tom2 on September 06, 2016, 09:42:50 AM
BTW if all fails and you cannot run the High Rez mod properly on your system, you can always try the "Easy" DII version mod by carsmaster:
http://www.sas1946.com/main/index.php/topic,14789.0.html

But remember: Backup anything...you replace.

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

or the vpmodpack.

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


Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 09:47:54 AM
Tried Spit VIII, and default 1 skin. Crashed. This is the contents of the logfile:

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

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

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

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

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

I'll try the light version...
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Baja on September 06, 2016, 10:10:08 AM
BTW if all fails and you cannot run the High Rez mod properly on your system, you can always try the "Easy" DII version mod by carsmaster:
http://www.sas1946.com/main/index.php/topic,14789.0.html

But remember: Backup anything...you replace.

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

or the vpmodpack.

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


oooh, I've seen this CUP stuff here and there, but never figured out what it is. Would I use this instead of SAS Modact? So go back to my vanilla install of il 1946 4.12.2m, then install CUP as a mod? Will it include all the hi-res graphics I'm after? Is it fairly simple to do? I've had a quick look, and it talks about lots of different packages for different stages of history - I'm only interested in WW2 stuff at the moment.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: PencilStorm on July 21, 2017, 08:28:34 AM
Hey is it compatible with VP modpack as well?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on July 21, 2017, 09:46:31 AM
Sure thing 8)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: gRicher3798 on January 02, 2018, 04:31:15 AM
The game does not display the 4096 skin, but the game does not crash. Log file:
Code: [Select]
[02.01.2018 9:30:56] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 9600 GT/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 640x403
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

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

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

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

........>

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

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

Max RAM size: 256 MB

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

Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: bomberkiller on January 02, 2018, 05:43:12 AM
https://pastebin.com/T1KsKxZQ (https://pastebin.com/T1KsKxZQ)

 ;)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on January 02, 2018, 06:20:25 AM
640x403 pixel screen resolution.
I see.
Mind if I dump that post, "gRicher3798"?

Cheers!
Mike
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: gRicher3798 on January 02, 2018, 06:46:10 AM
Do I need to enable full screen mode?
Title: Re: HD / True Color Mod v1.1 (4K Skins)
Post by: Mick on January 02, 2018, 06:50:03 AM
... Whereas traditional HD is limited to 1920 vertical columns and 1080 horizontal rows of pixels (1920x1080), Ultra HD or 4K has a total resolution of 3840 pixels by 2160 ...

You are currently using 640x403 ...  :D
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Kraut1 on April 02, 2018, 02:53:42 AM
Hi,
I tried out the FW190-A8 4K example and downloaded some of the 2048K Skins .
With Dark Blue World it works perfect without problems and looks great. Thanks very much!
Now 2 questions:
-Is there a FW190-A or -F DESERT or MTO Skin available in 2K or 4K?
-are beside of the examples further 4K Skins available?
Best  regards
 :)
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Hans-Joachim Marseille on July 08, 2018, 03:25:28 AM
Does this need certain entries / values in the conf.ini as well!? I'm asking because it use to work in my DBW and after I made some changes in the conf.ini to improve my graphics they don't - it's the "pink plane issue" in the FMB. o_O  Thx for further advise.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Werner Mölders JG 51 on September 26, 2018, 08:30:44 AM
Is this mod needed also if you have already the last 4.13 patch installed?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: max_thehitman on May 07, 2019, 09:12:57 AM
Is this mod needed also if you have already the last 4.13 patch installed?

All Mods work BEST if your game is patched only to Patch 4.12  ;) 
(4.13 and 4.14 patches may not be compatible)

Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: mikojan3 on March 08, 2020, 07:41:34 AM
hi gentlemans i have a question this package is included in B.A.T or is to install separated ? :-[ :-[
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: ChicagoFire1 on April 13, 2020, 02:26:40 PM
Hello gentlemen, I have a question: regarding this pack , which options should I activate to make it work with B.A.T?
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Storebror on April 13, 2020, 11:29:49 PM
It's incorporated in BAT.
Title: Re: HD / True Color Mod v1.1 (4K Skins) [Update: 2014-09-25] [4.09] [4.10] [4.11] [4.12]
Post by: Flash56 on July 21, 2020, 05:43:47 AM
Update link please.