Company of Heroes: Eastern Front

Author Topic: Texel size in worldbuilder, high ress Maps  (Read 1581 times)

Offline Pfuscher

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Texel size in worldbuilder, high ress Maps
« on: June 29, 2013, 10:27:51 PM »
1. Hi there, is there a way to get coh1 to use ground textures bigger then 512x512? I found some settings about that in worldbuilder(total worldbuilder noob) and asked that myself.
If someone manages to do that we could easily make maps 16 times the resolution of vcoh or coh2.
It's possible to use 1024 or 2048, but coh1 seems to just resize them or use them for a bigger area. It also causes bugs with the mipmap system as they get user a lot earlier if 1024/2048 which leads to blurrrrr.
Already asked Maxiking about that and he told me to ask Rizz or Walki :) so here I am.

2. About your mod: I really like it, but it has some problems with my modded coh. Actually parts from other guys, my stuff works. strange.
I wondered, why you haven't build 2048 textures for everything and stayed with 1024. Sure, not everybody has a good rig and your mod started years ago, but people with a bad pc easily can set the model details down.

3. I sent your snow normal maps through crazy bump and made other specular maps as I think the original ones are too flat and dark. Maybe the specular files are too bright, but that can be easily fixed in 5minutes. I couldn't test them.
Test and use it if you like, if not, not much time is lost on my side.
xxhttp://www.file-upload.net/download-7764390/2-x-Data.rar.html    <-- I'm not allowed to post external links, delete the "xx"
I used the snow pack from BotB mod, but as it's from Lord van Dalen it should be the same as the EF one.

4. I would recommend giving your users a sweetfx + setting optimized for their EF. Ef seems to me as a direct competitor to coh2, so it would make sense enhancing the graphics.
Also a lod bias activation tutorial under dx9 and 10 as a ambient occlusion activation tutorial

5. You're always allowed to use anything of my stuff as long as credit is given (If you even want to, don't want to sound like a bragging ass here)

6. I should stop making stupid numbers, 1-3 was ok but now it's getting pretty ridiculous.
But some of your winter maps have nearly no sunshine, that makes them nearly black n grey and no sun / specular maps get used. Snow textures look awesome with sun and specular.

Does anybody see a way to get around the "hardcoding" for buildings, they aren't changeable.

« Last Edit: July 02, 2013, 06:17:45 PM by Pfuscher »

Offline Blackbishop

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Re: Texel size in worldbuilder, high ress Maps
« Reply #1 on: July 02, 2013, 06:43:18 PM »
I think improving textures will make players enjoy more the scenarios, but I'm not sure about how it will affect the performance. Eastern Front already strains some PCs and adding bigger textures would make it worse for these players, specially with Ostheer coming, which means more models and units to process :-\.

Although I'm sure some devs might want to take a look at this.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Pfuscher

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Re: Texel size in worldbuilder, high ress Maps
« Reply #2 on: July 02, 2013, 08:26:52 PM »
This game is already 7 years old, every 4 year old pc can run it on high settings. I remember playing it on a geforce 4200ti. Later the 8800gt from 2007 could run it smoothly.
Coh1 got a lot of graphic options, there's always a way to get the game working.
Those people only need to set the texture details/quality down a bit and everything is fine. Wouldn't exclude them.