[mod] X3 - RESURRECTION MOD (New graphic mod)

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BlackArchon
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BlackArchon » Thu, 21. Mar 19, 14:30

I'm not exactly sure if I understand you correctly, but I'm glad to hear that you will continue with your mod. :)

x3-AmModer
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Thu, 21. Mar 19, 15:45

BlackArchon wrote:
Thu, 21. Mar 19, 14:30
I'm not exactly sure if I understand you correctly, but I'm glad to hear that you will continue with your mod. :)
At this moment is nothing planned, but support will active still. If someone find some problems, I will look at it...

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Sorkvild
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by Sorkvild » Thu, 21. Mar 19, 16:51

Hello,

Apart from different colors of asteroids, tracking arrows, flying wares. Nav buoys could use different colors to distinguish from ships.
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BananaMaster
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BananaMaster » Sat, 23. Mar 19, 01:29

Since you are working on it currently: Your mod deactivates anti aliasing. For some reason.
It is enabled in the settings, though. Regardless, the game is not visibly doing any AA. (Settings in nVidia panel have no effect, even in vanilla X3TC/AP.)
Could you activate it please? :)

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Sat, 23. Mar 19, 01:49

Sorkvild wrote:
Thu, 21. Mar 19, 16:51
Hello,

Apart from different colors of asteroids, tracking arrows, flying wares. Nav buoys could use different colors to distinguish from ships.
I think they have.... orange + blue icon.... 🙂 Or not?

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Sat, 23. Mar 19, 02:10

BananaMaster wrote:
Sat, 23. Mar 19, 01:29
Since you are working on it currently: Your mod deactivates anti aliasing. For some reason.
It is enabled in the settings, though. Regardless, the game is not visibly doing any AA. (Settings in nVidia panel have no effect, even in vanilla X3TC/AP.)
Could you activate it please? :)
My mod couldn't deactivate anti aliasing. It is not possible because the mod rewrites textures only...
If you think about blinking of sollar panels and some parts of stations, when you are moving, it is known issue with more contrast of new textures. Because in original game with less colorable and less contrasted textures wasn' t it so much visible....

😉

Have a nice day!

BananaMaster
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BananaMaster » Sat, 23. Mar 19, 10:09

Oh, yes that is it. :)
Man, I wish I could use FXAA, which works, but that destroys all the text and GUI.

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Sat, 23. Mar 19, 11:15

BananaMaster wrote:
Sat, 23. Mar 19, 10:09
Oh, yes that is it. :)
Man, I wish I could use FXAA, which works, but that destroys all the text and GUI.
Use it 🙂 if you want. The game has more difficult use of textures a it's filters. When I made some presenting pictures, I use everytime all graphic settings on "high" and AA/ATF = 16x/16x. All was fine.... If I was playing this game, I use all high and AA/ATF = 4x/4x. It was good for me....

X3-AmModer 🙂

BlackArchon
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BlackArchon » Sat, 23. Mar 19, 18:53

That's the downside of high-resolution textures when the game engine can't or won't use mipmaps correctly: texture aliasing. And since we can't use supersampling in X3 to mitigate the issue (because the fonts will get unreadable), we can't do anything against it.
x3-AmModer, do you have any idea if the X3 engine supports mipmaps? If not, have you experimented with mitigating texture aliasing, like reducing the pixel-to-pixel color differences?

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Sat, 23. Mar 19, 21:57

BlackArchon wrote:
Sat, 23. Mar 19, 18:53

That's the downside of high-resolution textures when the game engine can't or won't use mipmaps correctly: texture aliasing.
Maybe, but I didn't change resolution of the plating of ships and stations.
And since we can't use supersampling in X3 to mitigate the issue (because the fonts will get unreadable), we can't do anything against it.
As I wrote, If you use ATF at 16x, the blinking is out and all fonts are 100% readable...
X3-AmModer, do you have any idea if the X3 engine supports mipmaps? If not, have you experimented with mitigating texture aliasing, like reducing the pixel-to-pixel color differences?
Yes these tests ... I did it. The only possible solution is give back the "grey film" to all textures what masked this problem in original game.... 😉 Sorry, this is old theme, no one know how to resolve it and the textures let same... But I think the mod gives much more than he takes...Try to play 15 min. with this mod and then uninstal it and play vanilla. The "wtf" effect will be big... 😉


Your X3-AmModer


BananaMaster
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BananaMaster » Sun, 24. Mar 19, 12:44

x3-AmModer wrote:
Sat, 23. Mar 19, 21:57
As I wrote, If you use ATF at 16x, the blinking is out and all fonts are 100% readable...
That's not what i see. It is looking quite bad. But I understand it's not the fault of your mod, which is a really great one. :)
Everything blinks. The stars, the stations, the planets, all blink.
I have it on max: 8x AA and 16x AF. With a resolution of 1920x1200. (16:10)
Even if I play in the nVidia settings with AA and AF it makes no difference. I use a GTX 560 right now, because my AMD RX 480 broke.

Tomorrow I'll get a AMD RX 570. I'll report back if it changes the looks.

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Sun, 24. Mar 19, 20:06

BananaMaster wrote:
Sun, 24. Mar 19, 12:44
x3-AmModer wrote:
Sat, 23. Mar 19, 21:57
As I wrote, If you use ATF at 16x, the blinking is out and all fonts are 100% readable...
That's not what i see. It is looking quite bad. But I understand it's not the fault of your mod, which is a really great one. :)
Everything blinks. The stars, the stations, the planets, all blink.
I have it on max: 8x AA and 16x AF. With a resolution of 1920x1200. (16:10)
Even if I play in the nVidia settings with AA and AF it makes no difference. I use a GTX 560 right now, because my AMD RX 480 broke.

Tomorrow I'll get a AMD RX 570. I'll report back if it changes the looks.
I haven't seen your game view, but I'm afraid it's normal. Increased contrast, color, and texture sharpness cause blinking (texture + game => used filter => monitor display). In my opinion, blinking causes the game how it works with textures. Highlighting of the textures causes this problem is more visible.

I can do one more test. My theory is some textures in dds format uses alpha, maybe some textures, which shouldn't use the alpha, use it. I mean only dots with alpha and if you are moving, you can see textures are placed behind this textures with alpha dots... I was testing this, but now I will try to convert all this textures to jpg (it abort alfa) and then back to dds. I will let you know.

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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by x3-AmModer » Mon, 25. Mar 19, 05:50

x3-AmModer wrote:
Thu, 21. Mar 19, 15:45
BlackArchon wrote:
Thu, 21. Mar 19, 14:30
I'm not exactly sure if I understand you correctly, but I'm glad to hear that you will continue with your mod. :)
At this moment is nothing planned, but support will active still. If someone find some problems, I will look at it...
Version 3.2. will be finished tomorrow :) . Everything, what you all wanted to do, will be done.

BananaMaster
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Re: [mod] X3 - RESURRECTION MOD (New graphic mod)

Post by BananaMaster » Mon, 25. Mar 19, 05:55

Oh, Can you enhance the very dusty sectors logically? I mean you shouldn't be able to see any stars (except the systems core star) or even the planets, nor much of any station in those sectors. Is that possible?
This always bugs me when I fly through them. You can perfectly see the planet, but your view is completely filled with dust. :(

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