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TDM Texture Mod


Hugo Lobo

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16 hours ago, nbohr1more said:

See here:

for a reason why we might "not" want to bump the VRAM budget for all texture assets...

 

Thanks for the reference nbohr1more. I just want to add that although probably not related, we have more of a problem on the post processing optimizations than maybe a texture size one. I give you an example. On the current version of TDM, turning anti aliasing ON will put my machine on hits knees. I actually have to disable the game AA and use Reshade to add SMAA. No performance loss with this method. My machine is capable on running Witcher 3 with almost everything on maximum, Deus Ex MD with some things on max and other on medium and Dishonored 1 and 2 on max. 

 

 

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  • 6 months later...

Thank you. This sort of work is greatly appreciated :D I hope they get included in the game officially, so 

everyone has them, then we can all benefit from your awesome work. :D

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I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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At the moment, if it's not included offically, it's a great mod, but that means that mappers can't use it, as players who don't

have them won't be able to play the level. I hope they become official textures. :D

 

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I think the idea of such mods is they are a 1-for-1 replacement of stock textures, chosen by players to enhance graphic quality (if they have appropriate GPU, disk space etc), rather than extra texture packs for mappers to use.

Of course if the improved textures are widely considered beneficial and don't significantly increase download size or hardware requirements, including them into the core mod might be a good choice.

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6 hours ago, NeonsStyle said:

At the moment, if it's not included offically, it's a great mod, but that means that mappers can't use it, as players who don't

have them won't be able to play the level. I hope they become official textures. :D

 

Mappers can use it.

You just need to add override dds and texture folders in your fm folder

Whether mappers "should" include these textures is another question.

That said, if you warn players about GPU ram requirements they can use image_downSize cvars to force lower quality.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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  • 2 weeks later...

There's nothing stopping mappers from including some of these in their own FM releases, they'll just have to include them in the pk4 file. Almost all the large maps have done this with custom textures.

And AI upscaling has it's benefits and downsides, if the original texture is highly compressed, lowres, blurry, AI upscaling can only do so much. It's why I was running into so many issues redoing carpet textures. And when you really start looking into them, you start seeing all the little issues with the original textures like they don't line up, they don't tile properly etc,. Then you have to manually alter them and it's all of a sudden WAY more work than just pressing a button.

Worth it though IMHO.

vU3vH6Y.jpg

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I always assumed I'd taste like boot leather.

 

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Personally I think the overly low-res images should be included into vanilla TDM from this package. As in to ensure every image is at least 1024px. Those that are already HD, which is the vast majority, can remain as they are by default: Most already look great for our target quality.

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