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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Exclamation 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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Old Post 09-08-2001 01:15 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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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Old Post 09-08-2001 02:09 PM
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IceFire
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Registered: Jul 2000
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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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Old Post 09-08-2001 02:49 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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)



This could be promising......

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Old Post 09-09-2001 12:34 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

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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Last edited by CptWhite on 09-09-2001 at 06:39 PM

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Old Post 09-09-2001 06:38 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

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.

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Old Post 09-09-2001 07:20 PM
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Mackie
Face

Registered: Mar 2001
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hm i cant really see the upper windows on that sharlin.

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Old Post 09-09-2001 07:57 PM
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IceFire
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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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Old Post 09-09-2001 11:40 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by haderak
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.



Seperate DL pack methinks.... but it is a (supposed) engine limitation overcome I think.

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Old Post 09-10-2001 04:49 PM
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flunk
I'm New! Laugh At Me!

Registered: Jul 2001
Location: Toronto, Ontario, Canada
Posts: 18

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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Old Post 09-11-2001 03:14 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

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!



It would still work - if you don't edit the registry, then the FS engine resizes the textures to 256x256 - what was causing the problem in the first place - except there would be a substantial quality drop (fs's resizing doesn't seem to be too good)

That said, I think a lseperate HI-Res DL is the way to go with textures.

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Old Post 09-11-2001 12:39 PM
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IceFire
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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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Old Post 09-11-2001 01:02 PM
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Turnsky
Murdock

Registered: Dec 2000
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Kyro's Should be alright though?

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Old Post 01-10-2002 11:19 AM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

quote:
Originally posted by Turnsky
Kyro's Should be alright though?


Yes...every even a little new 3d card can handle texture sizes up to 2048x2048.

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Old Post 01-10-2002 12:31 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

damn, it always confuses me when someone bumps a several month old topic.

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Old Post 01-10-2002 03:32 PM
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IceFire
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Yeah, wow, we learned from this thread. TBP does work at 512x512.

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Old Post 01-10-2002 03:55 PM
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