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  #81 (permalink)  
Old 15th November, 2006, 11:56 PM
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Quote:
Originally Posted by skool h8r
Ahh right, i see. I thought you meant also using some sort of filter to make the edges of everything more defined (thus making it imitate HD).

If you do plan on doing this part of the mod though, for them to be classed as HD, they should be at minimum 1280x720 and very detailed. For the 1080p specification, they need to be 1920x1080 and very detailed. Photoshop would be the best program for this, especially for indoor textures (in particular, tiles and tiled floors) that have some sort of depth. I'll see if i can do anything with them.
Maybe we confused each other, but I had no intention of making this playable for HD TV's, HD as in high Definatition, as in increasing the ability to scale the game to higher resolutions without making it look bland due to the blatent oversizing of current textures.
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  #82 (permalink)  
Old 16th November, 2006, 12:20 AM
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Quote:
Originally Posted by skool h8r
Ahh right, i see. I thought you meant also using some sort of filter to make the edges of everything more defined (thus making it imitate HD).

If you do plan on doing this part of the mod though, for them to be classed as HD, they should be at minimum 1280x720 and very detailed. For the 1080p specification, they need to be 1920x1080 and very detailed. Photoshop would be the best program for this, especially for indoor textures (in particular, tiles and tiled floors) that have some sort of depth. I'll see if i can do anything with them.
Sorry if I am wrong here, but I thought that textures are usually square shaped, and not rectangular, and usually go up in size by a power of 2?

And photoshop? Damn! I was gonna use Read, Write & Type
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  #83 (permalink)  
Old 16th November, 2006, 12:25 AM
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Pitch is referring to the textures which are a bit like tiled wallpaper, which is rendered on to the surfaces of 3d objects in the game, e.g. a brick wall or wooden floor. Some surfaces wil have unique, non-tiled textures, e.g. a poster on a wall.

You can replace the textures for a game map with some of your own.

Creating textures is a skilled profession in itself. Very time consuming when done to a high standard.
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  #84 (permalink)  
Old 16th November, 2006, 12:29 AM
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Quote:
Originally Posted by Favu
Sorry if I am wrong here, but I thought that textures are usually square shaped, and not rectangular, and usually go up in size by a power of 2?

And photoshop? Damn! I was gonna use Read, Write & Type
They are just images, so yes they must be rectangular. Transparency is supported, for things like wire fences and non-square objects.
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  #85 (permalink)  
Old 18th November, 2006, 11:16 AM
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Aha, is there a standard image format for textures, or does each engine have its own wierd and wonderful way for dealing with them?

And is there any further news on the progression of the mod as a whole? It's interesting!
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  #86 (permalink)  
Old 18th November, 2006, 12:01 PM
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When you work on a texture, it is just the same as working on any other image. You can use whatever graphics tools you want.

Once the image is finished, you would save it as say a bit map, and then use a tool to load that image and save it in to the relevant file for the game. All the textures are stored in one big file, for example a .wad file.

Wad files:
http://www.telefragged.com/wally/tut...wad_files.html
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  #87 (permalink)  
Old 18th November, 2006, 12:15 PM
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That's some interesting reading danrok! Ty for the link
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  #88 (permalink)  
Old 18th November, 2006, 05:43 PM
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In FarCry though, they are stored in .pak files. These are just .zip files with a renamed extension which means if you've got XP, you can create them without the need for a seperate tool.
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  #89 (permalink)  
Old 18th November, 2006, 09:09 PM
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Quote:
Originally Posted by skool h8r
In FarCry though, they are stored in .pak files. These are just .zip files with a renamed extension which means if you've got XP, you can create them without the need for a seperate tool.
The textures are MIP'd .dds, with support for an alpha layer. Pretty similer in behaviour to .tga. They are saved individually within the .pak archive.
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  #90 (permalink)  
Old 18th November, 2006, 10:01 PM
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Quote:
Originally Posted by skool h8r
In FarCry though, they are stored in .pak files. These are just .zip files with a renamed extension which means if you've got XP, you can create them without the need for a seperate tool.
.ZIP and .PAK are not quite the same, they're both compressed data archive files, but use different compression methods. So, the data is not in the same format when compressed.

Most modern decompression tools will automatically recogonise the format for you and use the correct algorithms and what not. So, you don't really have to know the difference between one format or the other.
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Last edited by danrok; 18th November, 2006 at 10:02 PM.
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  #91 (permalink)  
Old 20th November, 2006, 10:50 PM
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Hey I've used tga for sprites when doing 3d in AutoCAD.
in CAD I can use any bmp, png, or jpg for mapping.
But its pretty basic, nothing like games.

I got the realistic mod working finally. Its pretty fun.
I'm not that familiar with the origional because I didn't play it much, but the mods interaction with bounty hunters and some of the sounds are really good.
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  #92 (permalink)  
Old 13th December, 2006, 02:43 AM
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I haven't used it yet, but is it just my sound card or do the sound effects sound like they are on a half second delay in the regular version of the game>?

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  #93 (permalink)  
Old 13th December, 2006, 05:09 AM
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I didn't notice any delay on my system....
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  #94 (permalink)  
Old 29th January, 2007, 11:04 PM
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Actually, there is a slight delay that I did my best to eliminate.
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  #95 (permalink)  
Old 30th January, 2007, 01:23 AM
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We believe you Pitch! ":O}

I think you have enough of an upgrade going here to be worth an article front page, let folks know what you've been up to. A remarkable increase in the fun and realism of playing Far-cry in my view.

Explain the install like you would to a little child, or me... and I think you'll garner a few fans.

When the unavoidable delay has past...?
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  #96 (permalink)  
Old 4th February, 2007, 05:21 PM
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Red face

No delay in my case, just that I noticed a little deranged behaviour in some cases Let me show you what I mean:
Attached Thumbnails
Far Cry mod.-farcry-2007-02-04-18-07   Far Cry mod.-farcry-2007-02-04-18-07   Far Cry mod.-farcry-2007-02-04-18-07   Far Cry mod.-farcry-2007-02-04-18-07  
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I've heard that linux community came up with better implemented security in it's latest Linux Mint Gold version, it's actually preventing the user to log in, thus posing 0 risk in contamining the computer with malware! Well done to the open source community!

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  #97 (permalink)  
Old 4th February, 2007, 05:24 PM
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Strange huh, I was cautios not to get shot and those guys were coming one by one in my line of fire...but the way they died????
Attached Thumbnails
Far Cry mod.-farcry-2007-02-04-18-08   Far Cry mod.-farcry-2007-02-04-18-08   Far Cry mod.-farcry-2007-02-04-18-08  
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I've heard that linux community came up with better implemented security in it's latest Linux Mint Gold version, it's actually preventing the user to log in, thus posing 0 risk in contamining the computer with malware! Well done to the open source community!

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  #98 (permalink)  
Old 4th February, 2007, 05:44 PM
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That's really gonna hurt in the morning
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  #99 (permalink)  
Old 4th February, 2007, 06:25 PM
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"Make it stop, make it stop!"

You see games prepare us for...well...more games.":O}
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  #100 (permalink)  
Old 4th February, 2007, 06:44 PM
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Yeah, I've had that happen a few times. I dumped an entire belt from an M-60 into one of those big grenade-launcher guys because he never fell down and it took me that long to figure out he was already dead.
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