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View Full Version : texture details not so high (graphic intensive)


xbrain
13th Jan 05, 12:53 PM
Here's the problem... I just cannot get a high quality texture in DoW.

Some texture parrts are rendered in fullquality whereas othes seem to be on a lower quality. here are some pics :
http://img142.exs.cx/img142/6740/image12wy.jpg
http://img125.exs.cx/img125/285/image29hc.jpg
http://img142.exs.cx/img142/9942/image35cg.jpg
http://img49.exs.cx/img49/9853/image46cc.jpg
Notice the difference beetween the texture's sharpness of the head of the HQ and... nearly everything else

DoW:
fullres_teamcolour=1
all on high, 1280*1024*32 No AA/AF
my specs :
XP pro SP1 (I wait a bit for the SP2...)
ASUS GeForce 5800 (insanely updated) 400/600@455/940
P IV 2399 Mhz northwood
2*256 MB of ram, samsung chips

warning.log :
W40K started at 2005-01-13 09:10
OS NT 5.1, 512MB Physical Memory
RUN-OPTIONS
WORKING-DIR C:\Program Files\THQ\Dawn of War
USER Administrateur

09:10:31.2 MATHBOX -- Version=5, Cpu=INTEL Pentium-IV:f=15,m=2, Mode=SSE
09:10:31.4 GAME -- Warhammer, 1.20, Build 61639.45376
09:10:31.4 GAME -- Available memory: 511MB RAM, 1196MB Pagefile
09:10:31.7 State::State - set socket send buffer to 131072
09:10:31.7 State::State - set socket receive buffer to 131072
09:10:31.7 HostState - 202.3.244.87:6112 / 202.3.244.87:6112
09:10:31.7 Session : Now Host
09:10:31.7 Session : We are now a Host
09:10:31.7 PeerState - 202.3.244.87:6112 / 202.3.244.87:6112
09:10:31.7 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
09:10:31.7 GSTransport::Connect - GT2AddressError
09:10:32.1 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
09:10:33.2 SPDx9 -- Driver Name = nv4_disp.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce FX 5800 (Omega 1.6177) (Q)
09:10:33.2 SPDx9 -- Driver Vendor = 0x10DE Device = 0x0302 SubSys = 0x80F31043 Rev = 0x00A2
09:10:33.2 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x1821 (6177)
09:10:33.2 SPDx9 -- Driver GUID = {D7B71E3E-4042-11CF-D26B-F9A003C2CB35}
09:10:33.7 SPOOGE -- 230.00MB available texture memory
09:10:33.8 SPOOGE -- 230.00MB available texture memory
09:10:35.1 GAME -- Beginning FE
09:10:36.7 MOVIE -- Opening movie 'movies:relic_intro.lua'
09:10:37.4 MOVIE -- Closing movie 'movies:relic_intro.lua'
09:10:37.4 MOVIE -- Opening movie 'movies:dow_intro.lua'
09:10:38.2 MOVIE -- Closing movie 'movies:dow_intro.lua'
09:10:38.7 MOD -- (mod manager) W40k, 1.0
09:10:39.8 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Shared_Textures\%TEXTURE-LEVEL%'
09:10:39.8 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Sound\%SOUND-LEVEL%'
09:10:39.8 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Whm\%MODEL-LEVEL%'
09:10:51.8 GAME -- Using player profile AterGladius
09:11:34.3 SPOOGE -- 225.00MB available texture memory
09:11:34.8 SPOOGE -- 230.00MB available texture memory
09:11:45.0 SPOOGE -- 230.00MB available texture memory
09:11:45.3 SPOOGE -- 230.00MB available texture memory
09:12:03.5 Skirmish - loading badge 'BADGES:blacktemplarbadge.tga' for player (0)
09:12:03.5 Skirmish - loading banner 'BANNERS:Black Templar.tga' for player (0)
09:12:03.5 Skirmish - loading badge 'space_marine_race/bloodangels' for player (1)
09:12:03.5 Skirmish - loading banner 'space_marine_race/BloodAngels' for player (1)
09:12:03.5 APP -- Game Start
09:12:03.5 GAME -- Ending FE
09:12:03.8 GAME -- Beginning mission 2P_DEADMANS_CROSSING (1 Humans, 1 Computers)
09:12:04.0 GAME -- Recording game
09:12:06.3 MOD -- Loading Win Condition(DATA:Scar/WinConditions/ANNIHILATE.SCAR)
09:12:06.8 GAME -- Preloading all models
09:12:10.5 RENDER ANIM -- Art/EBPs/: Unable to open file!
09:12:12.9 GAME -- Applying Team Colours
09:12:25.9 GAME -- Precaching Events
09:12:46.9 GAME -- Loading completed (43 seconds)
09:12:46.9 SIM -- Setting SyncErrorChecking level to Low
09:12:46.9 GAME -- Starting mission...
09:29:07.3 SimulationController::Pause 1
09:29:10.1 GAME -- Ending mission (?)
09:29:10.1 SimulationController::Pause 0
09:29:11.9 MOD -- (mod manager) shutting down
09:29:13.4 SPOOGE -- 202.00MB available texture memory
09:29:13.4 SPOOGE -- 202.00MB available texture memory

Application closed without errors

Card name: NVIDIA GeForce FX 5800 (Omega 1.6177) (Q)
Manufacturer: NVIDIA (Omega 1.6177) (Q)
Chip type: GeForce FX 5800
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0302&SUBSYS_80F31043&REV_A2
Display Memory: 128.0 MB
Current Mode: 1024 x 768 (32 bit) (85Hz)
Monitor: Écran par défaut
Monitor Max Res:
Driver Name: nv4_disp.dll
Driver Version: 6.14.0010.6177 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 7/15/2004 05:42:00, 3740032 bytes
WHQL Logo'd: No
WHQL Date Stamp: None
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 7/15/2004 05:42:00, 2459712 bytes
Device Identifier: {D7B71E3E-4042-11CF-D26B-F9A003C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0302
SubSys ID: 0x80F31043
Revision ID: 0x00A2
Revision ID: 0x00A2

xbrain
13th Jan 05, 1:00 PM
it seems that the pics won't show up...
i will compress the a bit
...
done !
...
I need a sharp texture for my litany texture on the shoulder pad !

ExplodingGeckos
13th Jan 05, 1:53 PM
I've noticed this as well, however, for me it only shows up during skirmish or online matchs. Campaign looks excellent. Perhaps its a feature to reduce lag and the like. If this is true, i think it can be disabled as well.

xbrain
13th Jan 05, 2:00 PM
I see, but everywhere they just say to add the teamcolour fullres flag. But i did it...
We must solve this mystery !!!!

compiler
13th Jan 05, 2:07 PM
I'm not sure I understand exactly what you mean (english is not my native language), so pardon me if I get it wrong.

It's not surprising that the Force Commander's head renders with better details.
On the texture map, this head is represented by a 150x150 pixels square, while the shoulder pad is 80x64 high.
The bigger the area allocated to the body part on the texture map, the crisper the details you can show on it.
The sergeant's head is allocated a 66x50 area, so it makes sense that it is much less detailed than the Force Commander's.

There might be other issues, of course.

hangar-8
13th Jan 05, 2:11 PM
Notice the difference beetween the texture's sharpness of the head of the HQ and... nearly everything else

Easy answer to this. On the FC, Librarian and curiously the apothacary the area devoted to the head (on the texture) is about twice the size of other units. More area use.. more detail. This will be true whatever settings you use, though in Campaign I think the game sets a lot of the detail settings higher than those normally available in skirmish.

xbrain
13th Jan 05, 2:26 PM
I ùust agree with the texture size for the head. My fault i didn't checked their *_default.tga

But you have to admit that my textures are blurry, there is at least 50% detail drop.

I'm not sure I understand exactly what you mean (english is not my native language), so pardon me if I get it wrong.

Mine either !

compiler
13th Jan 05, 4:04 PM
Looks not that bad to me. The only questionable areas are the shoulder pads. Is the cross a badge, or burned in the texture ?
Pixellation like this happens when the texture gets very deformed by the application on the mesh.
The only way to avoid this is to stick as much as you can to non deforming areas (such as the center of the shoulder pad).

hangar-8
13th Jan 05, 4:11 PM
I don't know, your images are about as good as mine and I'm running at full for everything but shadows. Posting my Templar so you can compare two similar source images. Admittedly the JPEG was compressed a little to save space, but it's pretty true to the original:

http://img115.exs.cx/img115/1011/templar9dj.th.jpg (http://img115.exs.cx/my.php?loc=img115&image=templar9dj.jpg)

Your texture detail isn't any worse than that.

compiler
13th Jan 05, 4:22 PM
How did you manage to have marines with different texture patterns (some black and some white) ? Were they allies, or all of them in your army ?

hangar-8
13th Jan 05, 4:31 PM
Black Templar and Mortifactors on the same field (allied). We kicked some bootay that day ;)

xbrain
13th Jan 05, 4:58 PM
there should be something to change... I'm sure of it !
just look at the avatars they are screenshot taken from a higher quality source.

hangar-8
13th Jan 05, 5:49 PM
Possibly something Relic cooked up for themselves. I've seen trailers and snips with suspiciously high levels of detail.. things I KNOW you cant get in regular DoW. One I noticed was assault marines. The vents on top of the pack had some VERY clear definition, not the blurry what.. 10 pixel graphic we have on our SM texture.

As far as your game? tried running DoW like this? "E:\Dawn of War\W40k.exe" -forcehighpoly

xbrain
13th Jan 05, 6:17 PM
k i'll try the command line :)

zIBiT
24th Jan 05, 1:37 PM
Where can I download banner and badges for this mod? And colors?