![]() I think Zazi is referring to the 22 texture limit that we used to think there is. Original thread Note: Our discussion is mixed in with the one on general detailed texture use Images of examples, and screenshots of high-res textures in-game ![]() Please let me know of any bugs as soon as you find them by posting here. Many programs can open RAR files, including WinRAR. The package is compressed in the RAR format. It has to do with the what format the program converts the input image into for reading. Since the low-res texture should be TGA, I probably won't be fixing that any time soon. For the low res texture, it should support most, but it doesn't like JPEG. ![]() The program supports pretty much any input image format for the high-res texture. All the calculations are done in memory, the entire UI is just so you know what's going on. The picture boxes the program displays the textures in will tile the images. The application saves output.tga in the format used by Half-Life for detailed textures it's ready to use. The program will then calculate a detailed texture and save the file as "output.tga" in the same folder as the application. Here it is, the first alpha version of HLTex.ĭrag the low-res file into the first box, and drag the high res file into the second box. The rest is the same, except we are not using an existing half-life texture, we've generated one ourselves. The second application is similar to the first, except instead of using two source textures, we take a high-res texture, and calculate the low-res Half-Life texture from that. ![]() Hence it's completely backwards compatible. If it does, you can set r_detailedtextures 1 and gl_max_size 512 to use the high-res textures. In game, if your videocard doesn't support detailed textures, you don't enable them. We then scale the Half-Life texture up to match the size of the high-res texture, and basically reverse the method that Half-Life uses to apply detailed textures, to calculate the detailed texture, that if applied, will turn the low-res texture, into the high-res texture. In the first, we take a low-res Half-Life texture (The NS textures for example), and the high-res version of that same texture. Just pick up from where we left off in the old thread. We'll continue our discussion/work on this technique here. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.By calculating detailed textures I'm trying to fork off from the general Detailed Texture thread, because it's become long, and I can't update anything remotely close to the first topic. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with (this is only enabled in the ReShade build with full add-on support, which is unsigned). ![]() Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D, OpenGL or Vulkan: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and. ![]()
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