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-- Texture Max Sizes - LOOK HERE!!! (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=3623)
Texture Max Sizes - LOOK HERE!!!
Ok, I think some of the B5 staff were invlved in a little discussion over this a while ago on hLP... anytway, I was looking at a link to the registry edits for FS1
http://www.descent-freespace.com/ddn/kb/registry/
and notcied something - specifically at the bottom;
D3DTextureDivider DWORD
Sets the rendering routines based on amount of texture RAM:
- 0: autodetect as below
- 1: optimize for > 16 MB
- 2: optimize for > 8 MB
- 3: optimize for > 4 MB
- 4: optimize for <= 4 MB
- else: same as 4
D3DUseLargeTextures DWORD
- 0: use 256 as max textures size (default)
- else: max size the card can use as the max
Now, admittedly it is for FS1, but it may be of use if you still want to try and use higher res textures..... just thought it may be useful if you have large maps.
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Ah, bugger..
based on a different reply on another forum, this may not work after all, due to an engine limitation or something... I don't know if it's been tried or not...sorry if I got anyones hopes up 
Still, you live, you learn.
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That was probably me. Our tests indicate that 256 is max...even when were using a GeForce 2 GTS or a GeForce 3 in a few cases. Those cards can do well in advance of 256x256...but FS2 does not.
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quote:
Originally posted by IceFire
That was probably me. Our tests indicate that 256 is max...even when were using a GeForce 2 GTS or a GeForce 3 in a few cases. Those cards can do well in advance of 256x256...but FS2 does not.
quote:
Originally posted by IEth on HLP
I just ran a test with the fighter and test textures from back then using the following entries in the registry Key of HKEY_LOCAL_MACHINE/Software/Volition/FreeSpace2
D3DTextureDivider 1
D3DUseLargeTextures 1
IT WORKS!!!!!
* Dances the dance of joy *
DOH!
* Smacks forehead on monitor for not remembering this info himself *
THANKS ALDO!
* Buys Aldo a pint at his favorite pub *
(Have screen shots for proof too)

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Yes it does work
yes it does work, ive carried out a number of tests...here was one
i have tried upgraded sharlin resolution, upgraded olympus resolution and a centauri planet background that has a res of 1024x1024
they all worked.
heres a picture of the sharlin :

before it wouldve lost quite a bit of detail at this range and wouldve started to become pixelly.
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woo
that will kill Frame rates on slower machines 
But I dont think wise to make the MOD dependent of registry tweaking...bigger textures should be suplied as optional to advanced users or those who feel kamikaze enough to mess with the registry for the first time. 
hm i cant really see the upper windows on that sharlin. 
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m00 m00
Mackie, that wasn't the point of this test.
FS2 already supports scaled down textures anyways. There is almost always a full size and then A, B, and C version anyways.
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quote:
Originally posted by haderak
woothat will kill Frame rates on slower machines
But I dont think wise to make the MOD dependent of registry tweaking...bigger textures should be suplied as optional to advanced users or those who feel kamikaze enough to mess with the registry for the first time.![]()
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Please don't leave me out!
This mod looks great, but I only have a TNT2 so please do not use 1024*724 Textures. For the love of God!
quote:
Originally posted by flunk
Please don't leave me out!
This mod looks great, but I only have a TNT2 so please do not use 1024*724 Textures. For the love of God!
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Everything we've built with 256x256 max textures in mind. I think we will probably continue to do so.
flunk, your TNT2 is more than capable of higher resolution textures. The original TNT is infact quite good at them too. It was always the Voodoo line that did not support the bigger textures.
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Kyro's Should be alright though?
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quote:
Originally posted by Turnsky
Kyro's Should be alright though?
damn, it always confuses me when someone bumps a several month old topic.
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Yeah, wow, we learned from this thread. TBP does work at 512x512.
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