✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
|
Post by FluffyQuack on Apr 23, 2020 20:57:54 GMT 10
|
|
Gonna give another go at modifying the shotgun sounds.
Posts: 207
|
Post by maxwellian01 on Apr 23, 2020 22:48:06 GMT 10
Hey thanks for responding Fluffy! I tried doing that but it didn't work for some reason. That's why I did the Hex edit but that clearly didn't work either.
|
|
✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
|
Post by FluffyQuack on Aug 27, 2020 1:40:34 GMT 10
I think you are right, I looked at the "Fancy Dress" mod that FluffyQuack showed that had the flickering, and while the current version has textures both in escape and in streaming, they are all only 341 KB low-resolution textures. All instances I have ever heard of flickering textures seem to involve using low resolution textures. I think that I've never encountered the issue myself because I always replace the low resolution textures with 2K-resolution textures which are normally in the streaming folder, using their 2K-resolution streaming headers. I was about to say that the dress does have very large textures, but I just looked at them and they are body textures, not for the dress. So is the following how it works? - The game loads default texture
- Once an object with the texture is in close view, the games does a check to see if it should load the streaming texture
- If the ingame texture option is set too low (no idea what setting it would be), the check fails
- If the streaming texture doesn't exist, the check fails
- Or if the default texture is at least a certain size (I'm not sure if that's know. Maybe 1024x1024?), the check fails also
Just to add to this as I know for certain how texture loading works. There's a bitflag in TEX headers which define whether or not a texture is lowres or highres. If lowres, the game will try to load a better version from "streaming" directory. If not, it will keep the current texture. The flags value is a 32-bit int and it's the last value in the tex header before the mip headers. The bitflag for "lowres texture" is 0x1.
|
|