HD Pack and graphic tuning
Posts: 183
Posts: 1210 | Subs: 1
Posts: 3
Posts: 183
If mod, then mods fault. If vanilla then it's kinda strange, because it's really hard to mess it up.
There is a vanilla .sga at relicnews, quick to find with google.
Just retry and it should be fine.
Posts: 3
Posts: 3
Posts: 93
Sadly the custom maps (namely Argentan Crossroads) is/are not working.
Greets
Schepp himself
Posts: 183
Version 1.0 soon to come, lots of improvements in every aspect.
the mapper from Argentan Crossroads was real lazy, that's why the map doesn't work :-/ lots of copy and paste on that one as far as I remember.
@Mars: After 2minutes of google, you should find a fitting one. Everybody did so far.
Posts: 1582 | Subs: 4
Told you earlier in this thread already, but you didn't want to listen and rather answered with some smart ass comment.
Posts: 183
It must be a major coincidence that 100 maps are working but not Argentan Crossroads.
Do yome splines and splats yourself?
Posts: 1582 | Subs: 4
Smart ass comment: Whiteflash was lazy. Same ground texture with the same splat on it all over the whole map. If I would do the same, my whole texture pack would only include 2 textures.
I explained it already, but i'll explain it again. Ground textures are used as the basis, not for details on coh maps. Using ground textures for details is way too resource heavy and will result in insane lag. There's a rule, not more than 3 ground textures per chunk, or even the whole map. Worldbuilder even guides you here; the numbers in chunks become red in worldbuilder once you use more than 3.
Not only is it because of performance, but also because of precision. You can't paint ground textures to the pixel. Splats and splines are much mire detailed and can be easily placed pixel perfect. The normal maps on them create depth and interact with the ambient light.
Long story short. There's nothing wrong with keeping the whole map with 1 or 2 ground textures. You are supposed to paint the detail with splats and splines anyway.
In fact, trying to improve the map appearance by replacing it with dominant HD ground textures is the lazy way. It certainly affects the whole map at once and you see a quick result, but i breaks with the concept and overrules the map makers details (which are done with splats).
Consequently, it won't work for all maps, while splat/spline tuning would.
Do yome splines and splats yourself?
no thanks, i like the ones that are ingame.
P.S. I could care less about what you're doing. But if you insult a buddy for something which is a conceptional fault on your side, i'll say it.
Posts: 1295 | Subs: 1
Posts: 1295 | Subs: 1
Posts: 183
New Ressource UI, not included in 1.0
Posts: 183
Posts: 17
Livestreams
28 | |||||
4 | |||||
328 | |||||
214 | |||||
18 | |||||
12 | |||||
7 | |||||
6 | |||||
4 | |||||
3 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
39 posts in the last month
Welcome our newest member, jennifermary
Most online: 2043 users on 29 Oct 2023, 01:04 AM