Am I the only one who is disturbed by the look of facemasks at distances?
Close
At distances
It's not always this bad , but there is always some sort of flash of white or grey that happens.
This is supposed to be controlled by FMASKL in the uniform.dat.
While looking at the player 3D model in a Hex editor , I saw that this means "facemask low"
I assume it means "low" resolution for the distance views.
There are also facemask files in PLADATA 18-21. Not sure if they have any effect or are leftovers from a previous game
Anyway , I have tried all I can think of to fix this , with no solution.
If anyone has already solved this , or at least made it better , please let me know
Thanks
The "facemask problem"
- KeepinItTeal
- Hall of Fame
- Posts: 1784
- Joined: Fri Feb 19, 2016 5:11 pm
- Location: NE FLA
Re: The "facemask problem"
No, you're not the only one, drives me crazy too!!
I could probably increase the size of the graphics file and make it more clear and defined using TexMod. Then someone would just have to convert it to DAT. That might work?
I could probably increase the size of the graphics file and make it more clear and defined using TexMod. Then someone would just have to convert it to DAT. That might work?
Re: The "facemask problem"
KeepinItTeal wrote:No, you're not the only one, drives me crazy too!!
I could probably increase the size of the graphics file and make it more clear and defined using TexMod. Then someone would just have to convert it to DAT. That might work?
Please do! , I will convert it DAT
Re: The "facemask problem"
Well , I have discovered something that might help us get started on this problem. I was developing a uniform template when I realized it had the default 32x32 4bit (16 colors) FMASKL. Thinking that could not possibly look better than 8bit (256 colors) , I converted it to 8bit.
It actually looked far worse than 4bit (16 colors). In this case it may be that less , is more
It actually looked far worse than 4bit (16 colors). In this case it may be that less , is more
Re: The "facemask problem"
Well , if less is better , then even less than that could be even better.
I decided to try just one color since 16 colors looked better that 256.
Used R65 , G65 , B65 grey , as a one color 4bit file of the FMASKL
At first I thought I may have just cleared it all out inadvertently , until I checked the bench-warmers
The bench-warmers wear the FMASKL not the facemask. Here we have left to right ,
A Red FMASKL _____________A clear FMASKL ____________and my 65 GREY FMASKL
At times , far away , it looks like the FMASKL disappears , but upon closer inspection it just becomes very faint , as it should
Oh well , this works for me , give it a try
I decided to try just one color since 16 colors looked better that 256.
Used R65 , G65 , B65 grey , as a one color 4bit file of the FMASKL
At first I thought I may have just cleared it all out inadvertently , until I checked the bench-warmers
The bench-warmers wear the FMASKL not the facemask. Here we have left to right ,
A Red FMASKL _____________A clear FMASKL ____________and my 65 GREY FMASKL
At times , far away , it looks like the FMASKL disappears , but upon closer inspection it just becomes very faint , as it should
Oh well , this works for me , give it a try
Re: The "facemask problem"
Since this is a non full palette , you must use MUER 1.3 for insertion , it's the only MUER that will take non full palettes without corruption. It will throw cautions , but just continue and it will work
Also MUER 1.3 only accepts bmp from Photoshop
Also MUER 1.3 only accepts bmp from Photoshop
Re: The "facemask problem"
I will be including this generic grey FMASKL in all my uniform templates , so there will be no need to edit it or color it with Photoshop and MUER 1.3
Re: The "facemask problem"
This new FMASL template is included in the updated "Single File Uniform 9.29.20" , which also includes the new sized "nameplate" at 2984x32
get it here http://www.mediafire.com/file/l3bwx704k ... 0.zip/file
get it here http://www.mediafire.com/file/l3bwx704k ... 0.zip/file
- KeepinItTeal
- Hall of Fame
- Posts: 1784
- Joined: Fri Feb 19, 2016 5:11 pm
- Location: NE FLA
Re: The "facemask problem"
CLMCC wrote:KeepinItTeal wrote:No, you're not the only one, drives me crazy too!!
I could probably increase the size of the graphics file and make it more clear and defined using TexMod. Then someone would just have to convert it to DAT. That might work?
Please do! , I will convert it DAT
Not great, but better than what's in the game. It renders so small in the game that I'm just not seeing a big difference even with this larger and clearer graphics file, but maybe when converted to DAT it will be better?
- Attachments
-
- RaiderFacemaskL_0x6ADB53BC.png (69.01 KiB) Viewed 2489 times
- TheRareButter
- MVP
- Posts: 613
- Joined: Thu May 13, 2021 2:18 pm
Re: The "facemask problem"
Can the high resolution facemask be enabled at far distances permanently?
Who is online
Users browsing this forum: No registered users and 14 guests