The "facemask problem"

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CLMCC
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The "facemask problem"

Postby CLMCC » Sat Sep 19, 2020 7:25 pm

Am I the only one who is disturbed by the look of facemasks at distances?


Close

Full Cage close.png
Full Cage close.png (32.68 KiB) Viewed 2701 times


At distances

Full Cage far.png
Full Cage far.png (28.27 KiB) Viewed 2701 times


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"

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KeepinItTeal
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Re: The "facemask problem"

Postby KeepinItTeal » Sun Sep 20, 2020 1:02 am

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?

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Sun Sep 20, 2020 9:01 am

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

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Wed Sep 23, 2020 3:39 pm

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

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Wed Sep 23, 2020 6:33 pm

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

FMASKLS.png
FMASKLS.png (167.07 KiB) Viewed 2645 times


At times , far away , it looks like the FMASKL disappears , but upon closer inspection it just becomes very faint , as it should

grey65 far.png
grey65 far.png (80.91 KiB) Viewed 2645 times


Oh well , this works for me , give it a try

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Wed Sep 23, 2020 7:19 pm

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

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Wed Sep 23, 2020 7:56 pm

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

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CLMCC
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Re: The "facemask problem"

Postby CLMCC » Sat Sep 26, 2020 7:08 pm

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

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KeepinItTeal
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Re: The "facemask problem"

Postby KeepinItTeal » Mon Sep 28, 2020 11:24 pm

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?
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TheRareButter
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Re: The "facemask problem"

Postby TheRareButter » Tue Feb 21, 2023 10:21 pm

Can the high resolution facemask be enabled at far distances permanently?


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