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Hi-Res Yankee Stadium


hyman

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I'm experimenting with trying to make my 2007 Yankee Stadium mod hi-res without crashing. If you are using other hi-res mods of uniforms, etc and have experienced crashing with other hi-res stadiums such as Fenway or Angels Stadium, please download my stadium at http://home.comcast.net/~klasfeld/yankday.rar

and post back here to let me know if it crashes.

It's not complete yet, but I've done over 20 ads so far in hi-res. If it doesn't crash, I'll continue to do more. If it does crash, then its back to the drawing board. Please back up your original yankday.big, so that you can restore it if it crashes your system.

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Looks Great, doesn't crashes at all, but man, dunno if it's my computer but it slowwwwwwwwwwws down the game, shame, can't play like that for real, means will have to guess the pitch the pitcher will throw and then before it comes out of his hand star to swing to make contact when it arrives at home plate :o

- it's just me having this issue? -

I have tried putting all display options off, even no crowd and players at low res, it doesn't changes a bit, then play in Yankee Night with all on and all in highest settings and plays smooth...dammmmm I will love to play in high res argggggg :D

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I was getting real excited until elduque posted. If he turns out to be the only one with a problem, I'll continue working on the mod.

Elduque,

Could you please post your specs(processor, video card,etc) and list the other hi-res mods you are using. Also, did you have any other programs running in the background at the time(anti-virus, downloading windows updates, defragging,etc)? I know that I have a similar problem when the Windows Defender begins to scan while I'm playing.

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Pirate,

I plan on writing a full explanation if it works, but here is a brief description of my "theory"(even though I don't completely know what I'm talking about):

I noticed that if the mipmap level is 1, the texture is rendered in a higher resolution, but if you change the mipmap on the stcs or ads0 texture to 1, you will probably crash. Therefore, I decided to use a texture that already had a mipmap level of 1. Luckily, in Yankee Stadium, there was such a texture (sign) that only had one set of vertices in 2 parts. I used OIFtool and Zmodeler as described in This thread

I copied the points from the appropriate ads0 parts and merged them with the sign texture parts. I enlarged the sign texture, created the ads and just had to adjust the u & v points in oedit, remove the points from the original parts and hope that it works.

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Is a mipmap the number of files taht create the graphic.

Example the ads0 file is usually five graphics with corresponding alphas.

Would this reduce it to one graphic with a corresponding alpha.

That has been something I have considered.

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I was getting real excited until elduque posted. If he turns out to be the only one with a problem, I'll continue working on the mod.

Elduque,

Could you please post your specs(processor, video card,etc) and list the other hi-res mods you are using. Also, did you have any other programs running in the background at the time(anti-virus, downloading windows updates, defragging,etc)? I know that I have a similar problem when the Windows Defender begins to scan while I'm playing.

Hyman, you were dam RIGHT, thanks god, yes, it was an antispyware program running on the back, I went back now and play and it's smooooooooooooooooooooth :joystick: uffffffffff, looks so dam beautiful the stadium in highres !!!!

so GO AHEAD, and thanks for coming with this -great- mod, can't go back to that crappy yankday (just kidding) after seeing it.

Anyways my specs:

AMD 3000+ (single processor 3yrs+ old, but a horse)

Radeon 9600 256mb DVI/Video out (I use it on DVI with a 22" HP WOW Screen) and it works fine.

1,5 GB RAM DDR2/400

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Pirate,

I think we are talking about the same thing, although the highest number of mipmaps I can recall is 4, not 5. If you use FSHED to open cram32.fsh, it lists the number of mipmaps for each texture. I think that reducing the mipmaps for the ads0 texture will cause a crash when used with other hi-res mods. The trick was to find a texture that only had one mipmap by default and also had very few oedit points, so that you don't have to go nuts changing the mapping in oedit.

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I just finished an exhibition game. No crashes, but I really couldn't see much of a difference (if any) between this version and the updated May release while playing. However, the differences become a little more apparent as I look at KC's comparison screen shots.

In any event, the stability seems to be there. :)

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We are talking about the same thing. I use nfshtool and in that you get a file that lists the contents of your cram32.fsh file. You can edit this index file to reduce the number of mips. That way ads0 can be just 1 mip instead of four

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Kc,

Thanks for posting the shots. If you open the sign texture in the cram32.fsh file, you will see which ads are now hi-res, if you want to post more comparisons.

The purpose of this thread was not just to "show" how it looks, but to see if it was playable. Since it seems to be successful, I am going to continue the mod. I've completed a couple more ads already this afternoon (including Verizon). I can't give a release date yet as it takes forever to create some of these ads, but I'll get it done as soon as possible. I will fit as many ads as I can in to the sign texture and then, with the space recovered in the ads0 texture, I will enlarge the remaining ads there. Even though they will not be rendered in one mipmap, I'll be able to make them big enough to look good.

Thanks to everyone for their help.

Pirate,

I know that you can change the number of mipmaps for ads0, but unfortunately I think that will cause crashing problems.

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