Nameless Voice wrote:Just to confirm this, is everyone else getting that black border around the UNATCO logo shown in my screenshot, or did I set up the renderer improperly? I tried with both OpenGL and Direct3D9 and got the same result.
I noticed the same masking errors around the rough edges of the pinup texture in the MJ12 barracks in Hong Kong.
Oh, that isn't supposed to be transparant. But the UNATCO one is, I realised that just before I released but couldn't go back and change it.
New ModDB mirror for those not wanting to use MegaUpload.
I downloaded it from megaupload and got an average of 200kbps. =)
And i did some playing last night and got to the part where i rescued Gunther. btw. the room that's next to Gunthers cell, there newspaper on the table next to the security terminal, the editor is Dave Wary. Is that the source of your nickname here? =D
Is there a minimum spec we should oblige or we can test that too? <minimum, ∞>
Every morning, I meditate about love and peace... I stop after three seconds.
It would be great if you managed to work with the enbseries maker and fix some things. The main problem the ENB series has , is that it applies bump mapping to pictures, signs and TV screens. Aside from that and some minor glitches in faraway objects, it looks fantastic with new vision.
The only thing that looks a bit out of place with the new HQ textures is the sky and the cityscape that you see in the distance when you are on Liberty island and Battery park. Is it possible to make new textures for those?
Pardon me for asking a stupid question, but how do you get ENB and New Vision to work together? Or rather how do I get the high res New Vision textures to show up with the updated direct3d renderer?
I have the updated renderer
I have ENB
I have New Vision (obviously)
I have that "uses3tc=true" thing in the ini.
Yet I always get the normal low res textures. is it because I am using the no overwritey method? (I have a NEWVISION folder which I have the ini's direct to that path above the default texture path.) It all works fine with OpenGL, but it's very jerky and I noticed it being jerky even without NV, so I wanted to see if maybe I'd get better performance with NV and the D3d renderer (and maybe ENB too)... So far though, it's not working.
Yeah, I just made a folder within the textures folder called backup and copy/pasted all the textures in there, and overwrote the original ones.
DXI Chat log
[_wraith] Any thought of incorporting ancient mysteries into the plot such as pyramids, Machu Pichu, legend of the 13 Crystal Skulls?
[Witchboy] wraith, we touch on the knights templar
[MISMonkey] You touched him where?
[Scott_M] echo... echo... echo...
I just backed up the files, overwrite them with New Vision files, and deleted the NewVision folder path from the ini, still didn't work.
And frankly, I prefer my method, with backups you have to keep track of them, you have to keep back ups for both sets of files just in case you overwrite the mod files and then go "oops, I deleted the zip/rar file they came in"..., and it's a hassle to switch around. All I have to do with the path thing is add/delete a line to the ini each time I want to reinstall/uninstall.
Last edited by JC_Helios on Sat Apr 04, 2009 10:21 am, edited 1 time in total.
Are you trying this with TNM or Deus Ex? I had to reinstall TNM for it to work for me, but Deus Ex worked fine.
DXI Chat log
[_wraith] Any thought of incorporting ancient mysteries into the plot such as pyramids, Machu Pichu, legend of the 13 Crystal Skulls?
[Witchboy] wraith, we touch on the knights templar
[MISMonkey] You touched him where?
[Scott_M] echo... echo... echo...