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russian armor

HD Pack and graphic tuning

22 Jan 2013, 22:50 PM
#62
avatar of Pfuscher

Posts: 183

THX Man!!!






Edit:



1 Feb 2013, 00:47 AM
#63
avatar of Pfuscher

Posts: 183

My 1911 colt with a normal map from VanAdrian







Pre 0.8 screens.






New Face for the Luftwaffe



9 Feb 2013, 08:06 AM
#64
avatar of Rogers

Posts: 1210 | Subs: 1

never mind thanks.
19 Feb 2013, 19:56 PM
#65
avatar of Pfuscher

Posts: 183

British Officer seems fine, the Sten still needs some fixes. New fire and fuel tank can also be seen.







Greasegun

21 Feb 2013, 10:00 AM
#66
avatar of marsthebringerofwar

Posts: 3

I installed this and now I can't play CoH. The game gets stuck at the loading screen, when I attempted to start a skirmish to test the new textures. Is there any chance anyone can tell me how I messed this up?
21 Feb 2013, 10:40 AM
#67
avatar of Pfuscher

Posts: 183

Are you playing a mod or vanilla?
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.
21 Feb 2013, 11:21 AM
#68
avatar of marsthebringerofwar

Posts: 3

No mods. Just a soundpack and a skinpack. Thanks for the feedback.
21 Feb 2013, 15:12 PM
#69
avatar of marsthebringerofwar

Posts: 3

The only link to a ww2art.sga on relicnews appears to have been deleted. Plus it was from 2011, and before the latest patch, if I remember my dates right.
21 Feb 2013, 16:26 PM
#70
avatar of schepp himself

Posts: 93

I just installed it and it looks awesome. Many thanks for you work!

Sadly the custom maps (namely Argentan Crossroads) is/are not working.

Greets
Schepp himself
22 Feb 2013, 20:59 PM
#71
avatar of Pfuscher

Posts: 183

THX!!
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.
22 Feb 2013, 21:07 PM
#72
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

WhiteFlash wasn't lazy with Argentan Crossroads. You're simply doing it wrong, cause you're applying your texture update to the ground textures, instead of the splats and splines textures.

Told you earlier in this thread already, but you didn't want to listen and rather answered with some smart ass comment.
23 Feb 2013, 08:13 AM
#73
avatar of Pfuscher

Posts: 183

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.
It must be a major coincidence that 100 maps are working but not Argentan Crossroads.

Do yome splines and splats yourself?
23 Feb 2013, 09:38 AM
#74
avatar of OnkelSam
Honorary Member Badge

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.
23 Feb 2013, 18:27 PM
#75
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

If only pfucher knew how much time and energy went into Argentan. I wounder how lazy this is? <444>3 http://www.gamereplays.org/community/index.php?s=10287786b73938aa8e8257c352ea1b34&showtopic=862082
23 Feb 2013, 21:02 PM
#76
avatar of Pfuscher

Posts: 183

I owe you an apology, I've mistaken it with another map!
Argentan has great detail.
If someone posts a screen of the texture problem on that map, I'll look into it.
Maybe my new version even fixes it.







Waterwheel from VanAdrian
24 Feb 2013, 04:09 AM
#77
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

No worries bro, we all make mistakes. Your mod is looking pretty solid, keep up the good work.
25 Feb 2013, 15:59 PM
#78
avatar of Pfuscher

Posts: 183





New Ressource UI, not included in 1.0
26 Mar 2013, 19:40 PM
#79
27 Mar 2013, 11:59 AM
#80
avatar of Seco

Posts: 17

Thanks Pfuscher
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