BZII High Resolution texture mod RELEASED

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Feared_1
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Re: BZII High Resolution texture mod RELEASED

Post by Feared_1 »

Yeah I would really like the object textures, but I would prefer my HUD to not change all that much.
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Red Devil
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Re: BZII High Resolution texture mod RELEASED

Post by Red Devil »

you could probably remove them if you had a mind to.
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Re: BZII High Resolution texture mod RELEASED

Post by Juggernaut »

Yeah I would really like the object textures, but I would prefer my HUD to not change all that much.
Coxxon was kind enough to include "0 IMAGE GUIDE v1.pdf" within the archive, review and you will be able to disable the textures you do not want (icons or what have you). It's only 194MB and well worth the download. Simply extract the archive into your battlezone II/addon folder. Great stuff! I find these look especially good when disabling team colors (in VSR, just press shift + < keys to toggle team colors off). May also want to make sure you have EMBM Bumpmaps enabled in BZ2 graphic options to see extra effects (he added more bumpmaps)
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Nielk1
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Re: BZII High Resolution texture mod RELEASED

Post by Nielk1 »

I wish BZ2 actually did bump maps right...
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Re: BZII High Resolution texture mod RELEASED

Post by blue banana »

This is pure amazingness, and must've taken some talent in designing it all. :) I especially love the weapon reticles.
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Re: BZII High Resolution texture mod RELEASED

Post by coxxon »

I’ll try to hit a few of the most recent comments here:

Bigbadbogie – - yup I had played through half the sp camp myself for the first time in a decade, and not liking all the fuzzy textures is what prompted me to create the texture addon.

Progressor – … well you did kind of manage to find the worst case scenario of that, but as Juggernaut noted, go use the included pdf file as a guide and pull out the textures you don’t like. Also all icons start with “icon_” so their pretty easy to find.

Feared_1 – on worth of downloading General Blackdragon said it best. : )

Juggernaut – thanks for hosting the file on bz2maps. I have meant to go over there and make a similar announcement as here.

Red Devil – thanks for posting the screen shots. That was another thing I meant to do, but oops …

Neilk1 – yes I wish BZ did bumps better too. Though admittedly I used a lazy automatic method to make mine, so I hypothetically could have done mine better than what they are, but I almost never used the bumps anyway, so I kind of got lazy about it. Still even the original ones in patch 1.3 are still rough.

Blue banana – glad you like the weapon reticles. Like the other images, they’re based off the originals, but I went through a lot of agony to figure out the best way to update and show them – not too faded, but not too in your face either. It was surprisingly difficult to determine.
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Re: BZII High Resolution texture mod RELEASED

Post by Ded10c »

This looks really nice with them teamcolour glowskins. Makes me want to finish the singleplayer set, maybe knock up a few more LMM addons.
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Re: BZII High Resolution texture mod RELEASED

Post by Red Devil »

i played scion02/ambush today using these textures and it was beautiful 8-)
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Re: BZII High Resolution texture mod RELEASED

Post by Zero Angel »

Nielk1 wrote:I wish BZ2 actually did bump maps right...
BZ2 bumpmaps are kind of hacky. They're also hardcoded to use envmap.tga/dxtbz2 as a texture to add shininess to the other textures.

In VSR, I have distributed a modified envmap.dxtbz2 texture which reduces the shinyness a little but also dramatically reduces some of the visual artificts when bumpmaps are enabled (that are visible on the nose of the scout, as well as the odd lighting on the recycler silos)

You can download the file directly and put it into addon if you want.

http://zeroangel.overminddl1.com/hosted/envmap.dxtbz2
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coxxon
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Re: BZII High Resolution texture mod RELEASED

Post by coxxon »

Zero Angel - I'll take a look at that texture.

I've also taken a look at redoing the bumps in my pack. All the ... noise... kind of looks nice on the Scion stuff, but it looks weird on the ISDF. I know how to clean it, but it's going to be a labor intensive process I'm not sure if I want to get into. Thought guess even modders have to be prepared to patch their work.

BTW - Do you know how to get specular materials from 3ds Max into BZII? I can make the materials be specular in Max, but when I've exported stuff to BZII, and turn on specular highlights it doesn't show up.
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Re: BZII High Resolution texture mod RELEASED

Post by TheJamsh »

Brilliant work, very glad somebody finally took the time to finish something like this!
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Re: BZII High Resolution texture mod RELEASED

Post by MrTwosheds »

BTW - Do you know how to get specular materials from 3ds Max into BZII? I can make the materials be specular in Max, but when I've exported stuff to BZII, and turn on specular highlights it doesn't show up.
This is possibly down to the xsi predating 3dsmax, The specular seem to use a different format of values than 3ds and it (max) has more types of material settings than bz2's xsi has. My work around for it is to manually (notepad) edit the material values in the xsi after exporting. It seemed easier than endless experimentation in 3dsMax to find values that actually export looking right. It's not too hard to do once you figured out what settings you want.
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Nielk1
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Re: BZII High Resolution texture mod RELEASED

Post by Nielk1 »

Does BZ2 even read specular? I need to check MSH format again.

...

Lets see...

Huh... Maybe it does.

Code: Select all

private static Material MakeMSHModel_Material(BinaryReader br)
{
    String name = MakeMSHModel_String(br);
    ColorValue diffuse = MakeMSHModel_ColorValue(br);
    ColorValue specular = MakeMSHModel_ColorValue(br);
    float specularPower = br.ReadSingle();
    ColorValue emissive = MakeMSHModel_ColorValue(br);
    ColorValue ambient = MakeMSHModel_ColorValue(br);

    return new Material(name, diffuse, specular, specularPower, emissive, ambient);
}

private static ColorValue MakeMSHModel_ColorValue(BinaryReader br)
{
    float r = br.ReadSingle();
    float g = br.ReadSingle();
    float b = br.ReadSingle();
    float a = br.ReadSingle();

    return new ColorValue(r, g, b, a);
}
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coxxon
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Re: BZII High Resolution texture mod RELEASED

Post by coxxon »

Nielk1 wrote:Does BZ2 even read specular? I need to check MSH format again.
Is that code from an .xsi file? I've never seen anything like that in one.
Or is it from a .msh and if so, how does one open one? I tried it in notepad++ and it was all gibberish, as opposed to an .xsi.
I still can't identify anything in the xsi that tells me how to set it up for specular highlights.
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Re: BZII High Resolution texture mod RELEASED

Post by Ded10c »

That's part of the C++ source code from the MSH>XSI converter.
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