Highest Resolution Textures

Zman42

2008-02-06 02:12:38

Holy fuck. Very nice! :shock: :)

Jelly Fox

2008-02-06 03:59:38

Awesome 8)

{Rx}Crowbar Ninja DJ Z3R0

2008-02-06 04:02:30

Now that... is sexy. I want to get them... I think my PC can handle it >_>;; Stupid internet being down in my dorm.

Noobles

2008-02-06 16:27:31

No Way........YES WAY

That is the SHIT! :)

joule

2008-02-06 19:54:40

What sort of effect does this have on FPS? I've never used hi-res textures before.

Walking Target

2008-02-06 21:05:43

Are these considered illegal content in leagues, or will sv_pure 2 just send you back to default textures anyway?

Epoch

2008-02-07 21:08:46

Wow once I upgrade to a more high end graphics card I'll definetly be using these textures! I've never seen hl2dm look so good, thanks for compiling all that good stuff for us!

ninjins

2008-02-07 23:24:42

Yeah I'm pretty amazed at these screenies. Too bad valve doesnt have its own high res textures to be allowed even on pure servers.

Coke.

2008-02-14 15:40:47

holymoly wrote:Is anyone using this pack right now and have any comments on how it runs, what its doing to your FPS, etc?
Dude it's beautiful! This pack is pretty much the finishing touch of dm.. If you've been playing a long time and have just grown tired of the same ole stuff, download these! My fave thing is the health, they are really vibrant (c-balls as well) and easy to spot. Explosions are better, more fire, less smoke, looks very nice.

!!!!!!!!
http://img441.imageshack.us/img441/8745 ... 008on7.jpg

Thanks holy, works like a charm, as for FPS and performance, I can't see a difference, I'm sure it lowered a bit but depending on the maps I still average around 80-140 (not much different from before.)

I like the hand model as well, there's really nothing I can think of that's bad about this. Thanks! :)

snipeIT

2008-02-14 23:45:35

Holy, what kind of graphics do you have to make them look like that ?

cyber_clash

2008-02-15 00:42:09

I couldn't get the last link to work. (The 2 MB one.)

Coke.

2008-02-15 01:06:43

cyber_clash wrote:I couldn't get the last link to work. (The 2 MB one.)
I couldn't either, till I right clicked on it, and Saved As, then it suddenly worked, try it!

cyber_clash

2008-02-15 01:54:21

Coke. wrote:
cyber_clash wrote:I couldn't get the last link to work. (The 2 MB one.)
I couldn't either, till I right clicked on it, and Saved As, then it suddenly worked, try it!
Worked, ty.

keefy

2008-02-15 02:53:19

Lol there is a porn folder WTF?
I prefer the weapons in fake factory mod they look dirty and used but its only personal preference, still it saves people downloading the full 4+gb for the fake mod :)
Here is some weapn sounds ripped form fake mod
http://keefy.net/downloads/hl2/weaponsounds.rar

cyber_clash

2008-02-15 20:49:59

holymoly wrote:lol OMG WTF I INCLUDED MY pr0n FOLDER IN THE RAR?!!

:p

I think that folder is called porn because it holds a decal for a love shop advertisement.
Yeah thanks holy now I'm F***ed if my girlfriend searches for "porn" on my computer. LOL on a lighter note I like the textures and actually think I notice of 5-10 fps increase instead of decrease??

cyber_clash

2008-02-16 10:22:28

I keep getting the feeling like im lagging after i installed, but then i uninstalled them and i kept getting a high choke and lag. So is there any reason for the random lag? I cut down every process I had running that I could except for firewall and antivirus....my ping was fine and everything else was fine I just felt like i would lag

Jelly Fox

2008-02-16 12:22:08

cyber_clash wrote:I cut down every process I had running that I could except for firewall and antivirus
Probably caused by both of them using up all your paged memory, try turning them off too see if it improves your game!

Coke.

2008-02-16 13:13:37

Sounds to me like a graphical problem, but if the textures were in and out and it did the same thing, then at least we know it isn't the textures XD

Ghost Dog_TSGK

2008-02-16 14:40:35

Well I ran a test with these,

All graphics settings maxed out, in dm_lockdown.

I tested 4 different points in the map in exacty the same spot, looking the exact direction, once with default textures and once with the high definition textures.

Default texture results,

Point #1= 135 frames per second
Point #2= 140 fps
Point #3= 167 fps
Point #4= 170 fps

High definition texture results,

Point #1= 135 fps
Point #2= 135 fps
Point #3= 161 fps
Point #4= 159 fps

Works really good, and looks really good too like a whole new game.
All 4 points tested contained a lot of items in my FOV along with the new wall, floor and ceiling textures.

Video card used, ATI x1600 512mb.

Thanks holy :)

Seagull

2008-02-16 14:48:07

The best way to test your fps is to get a demo of you playing for like 15-20 minutes (doesn't matter which texture set you're using), then load up the demo with the default textures, do timedemo demoname, and at the end it'll report an average FPS for the game in console. Then, put the high-res ones in and do the same thing, and see what the difference is.

Anonymous

2008-02-16 19:38:25

Thanks for posting the textures. They make a huge difference and the game looks great. The high rez gives the game a more 3d feel.
I especially like the lighting effects and health packs and just about everything is easier to see with my declining eye sight.

I havent noticed too much of a performance hit. Maps that perform well still do and outdoor maps that chug do so a bit more.

But, it is well worth it to me, the enjoyment of a much better looking game.
Thanks so much.

cyber_clash

2008-02-16 20:08:11

Jelly Fox wrote:
cyber_clash wrote:I cut down every process I had running that I could except for firewall and antivirus
Probably caused by both of them using up all your paged memory, try turning them off too see if it improves your game!
No the lag came recently. I've been playing with my antivirus and firewall since I've had the game.


I did upgrade my ram from 1 to 2 gb so if someone can tell me that one command to allocate more memory for the game?

Walking Target

2008-02-16 21:24:28

Do you have heapsize set in startup options?

keefy

2008-02-17 00:54:10

I dotn see much of a drop in FPS

cyber_clash

2008-02-17 10:41:06

Walking Target wrote:Do you have heapsize set in startup options?
I told ya this in game, but yeah I reset my heapsize to 1048....whatever it said in the other thread.

keefy

2008-02-17 17:30:26

TBH heapsize doest seem to do much, you are best off having a video card with 512MB at least for the hi res textures. I did use them a while ago with a X850XT which has 256mb but every so often the game paused for a split second probably due to not enough RAM on the card. Now i have a 512MB card thsi does not happen.

cyber_clash

2008-02-17 20:26:02

keefy wrote:TBH heapsize doest seem to do much, you are best off having a video card with 512MB at least for the hi res textures. I did use them a while ago with a X850XT which has 256mb but every so often the game paused for a split second probably due to not enough RAM on the card. Now i have a 512MB card thsi does not happen.
Well Walking Target seems to have the same problem I have and we both have similar cards (7600GT). I updated drivers...haven't really seen if it has helped yet. For a few quick games it has. WT isn't using high res textures and I am. So we don't think it's the textures....

Van Occupanther

2008-02-19 03:06:43

Are these from Fakefactory's Cinematic Mod? Amazing looking textures, but it makes my game crash :(

I get the datacache.dll error on every other map load. Tried deleting datacache.dll from my bin folder, but the same result. After installing the materials one at a time, I discovered that the player models were causing the crash, all the other textures were fine.

When I did get it to work, I noticed a massive FPS drop (even with an 8800), but if you have:

mat_forcemanagedtextureintohardware

make sure this is set to 0. I noticed a 20% FPS difference!

keefy

2008-02-19 06:36:02

Source is very CPU dependant. I had an 1950 pro and upgraded to an 8800GT and dint see much improvements in FPS.
But hwen i went from a P4 @2.6 with x850xt to a Athalon X2 4800 with x850xt my fps almost doubled.
Card used on this system:X2 4800
X850XT->1950pro->8800GT
The lowest i get is about 100 on lockdown all AA 8 AF 16 at 1680x1050

But if u have an quad core super chip IDK :(

Van Occupanther

2008-02-19 08:38:05

i dunno, maybe something is wrong...

I have an 5600 X2 @ 3.01 Ghz, 8800GTS 320MB @ 625/930 and 2GB Ram

I went from Vista x64 cause that was teh sux for HL2DM and just dun a clean install of XP, setup and tweaked a la Tweak Guides Tweaking Companion, (I swear by this guide when configuring my OSes) run the game with the HiRes Pack, no AA, 8 x AF @ 1280 x 1024 and I saw 30 - 50 FPS on Lockdown r3...

me thinks mine combination of CPU and Graphics Card shouldst doth handeleth thine HiRes pack, but more gracefully. :( I am betwixt mine self on this one!

keefy

2008-02-19 16:26:08

Indeed it is more than capable.
Have you got HDR on? If so try turning it off.

You might also want to try AMD dual core optimizer It can help with older games running too fast like painkiller, beore i installed it i was running around double speed
http://www.amd.com/us-en/Processors/Tec ... 06,00.html

Van Occupanther

2008-02-19 22:46:58

I haven't tried disabling HDR, will try it. But I do have the AMD Drivers installed and I also have the MS Hotfix for Dual Core CPU's

maybe its something in my cfg:

Code: Select all

// CPU PERFORMANCE SETTINGS.

echo -----> loading CPU PERFORMANCE SETTINGS...
r_3dnow "1"			// [0,1] 3DNow.
r_mmx "1" 			// [0,1] MMX.
r_sse "1" 			// [0,1] SSE.
r_sse2 "1" 			// [0,1] SSE2.
echo


// AUDIO PERFORMANCE SETTINGS.

echo -----> loading AUDIO PERFORMANCE SETTINGS...
echo
dsp_enhance_stereo "1"		// [0,1] If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit.
dsp_slow_cpu "0"		// [0,1] If set to 1, reduces the quality of dsp sound effects, improving performance on systems with slower CPUs.
snd_pitchquality "1"		// [0,1] Pitch Quality.
snd_digital_surround "1"	// [0,1] Toggles Surround Sound.
snd_async_fullyasync "1"	// [0,1] Synchronizes something to do with sound.
volume "0.9"			// [0,1] Volume Level.
voice_dsound "1"		// [0,1] Voice uses Direct Sound.
voice_modenable "1"		// [0,1] Toggles ingame Voice.

// GRAPHICAL PERFORMANCE SETTINGS.

echo -----> loading GRAPHICAL PERFORMANCE SETTINGS...
echo
cl_drawmonitors "1"        		// [0,1] Disables the rendering of ingame monitors which contain 3d rendered images.
cl_ejectbrass "1"            		// [0,1] If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat.
cl_forcepreload "1"            		// [0,1] Forces the game to load all texture and model information into memory on map load.
cl_phys_props_max "300" 		// [300] Sets the range that props show up.
cl_ragdoll_collide "1"       		// [0,1] If set to 1, prevents characters from merging into each other due to ragdoll effects, thereby improving realism with no real performance hit.
cl_show_splashes "1"         		// [0,1] If set to 1, splashes in water are shown, if set to 0 they are disabled. Can improve performance if disabled at the cost of realism.
fps_max "86"                 		// [fps] Limits the maximum possible framerate to the FPS specified. Has no impact on framerate performance (other than capping it). This is best set to your monitor's refresh rate for smoother FPS, due to less volatile fluctuations. Setting it higher does not increase overall FPS.
gl_clear "0"            		// [0,1] Toggles visual quality - cracks between textures show when set to 1.
jpeg_quality "100"           		// [percentage] - Specifies the default quality percentage for screenshots taken with the jpeg command.
lod_Enable "1"               		// [0,1] If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality.
mat_antialias "0"			// [2,4,6,8] Sets level of anti-aliasing.
mat_bumpmap "1"              		// [0,1] If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. If disabled, textures will be loaded without bumpmapping and will appear far less realistic, however performance will be improved.
mat_clipz "1"                		// [0,1] If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
mat_colorcorrection "1"			// [0,1] Enable or disable color correction.
mat_compressedtextures "0" 	 	// [0,1] If set to 1, uses compressed textures for optimal performance. For those with graphics cards which have higher amounts of Video RAM (e.g. 256MB) setting this to 0 will improve texture appearance at the cost of some performance.
mat_dxlevel "95"			// [90/81/80/70] DirectX Level. 
mat_fastnobump "0"           		// [0,1] If set to 1, floor textures have all bump mapping removed and will appear flat and smooth. This can improve performance without affecting all bump mapping in the game, but will make floors appear unrealistic.
mat_filterlightmaps "1"      		// [0,1] If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism.  
mat_forceaniso "8"			// [2,4,6,8,10,12,14,16] Sets Anistropic Filtering Level.
mat_forcemanagedtextureintohardware "0" // [0,1] If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. Note, this setting was introduced with the stutter fix patch. Also note that from feedback and in my experience this setting can reduce FPS by up to 50%. Setting this variable to 0 may improve performance on some machines.
mat_hdr_enabled "1"			// [0,1] Enables, disables HDR.
mat_hdr_level "2"			// [0,1,2] Set to 0 for no HDR, 1 for LDR and bloom on HDR maps, and 2 for full HDR and bloom on HDR maps.
mat_monitorgamma "1.6" 			// [1.6-2.6] Monitor gamma (typically 2.2 for CRT and 1.7 for LCD).
mat_non_hdr_bloom_scalefactor "0.25"	// [x] Scale factor for HDR Bloom effect. 
mat_picmip "0"				// [0-High, 1-Medium, 2-Low] Sets texture quality. Is the same as the Texture Detail menu.
mat_specular "1"             		// [0,1] If set to 1, uses specular lighting. If set to 0 materials will not have specular lighting applied to them for a performance boost but a slight drop in image quality.
mat_trilinear "1"   			// [0,1] Disables and sets bilinear / Enable trilinear filtering.
mat_vsync "1"				// [0,1] Enables Vertical Sync.
mp_decals "300"				// [300/4096] This determines the maximum number of decals visible at one time.
muzzleflash_light "1"        		// [0,1] If set to 1, weapons firing will emit a light along with the muzzle flash. If set to 0, a muzzle flash is still visible but no lighting is cast from it. Performance will improve in combat scenes with no noticeable drop in realism.
props_break_max_pieces "-1"		// [0,1] Disables prop fragmenting.
r_3dsky "1"            			// [0,1] Disables the rendering of 3d sky boxes.
r_decals "2048"				// [2048/4096] Sets the amount of decals that stay on objects to the max amount.
r_decal_cullsize "5"			// [0-15] The distance from which bulletholes are visible. Higher numbers mean a shorter viewing.  Decals don't just appear when you get close, it makes it so you can see them from any distance.
r_drawbatchdecals "1"        		// [0,1] Enables the rendering of decals in batch.
r_drawflecks "1"             		// [0,1] If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these flecks will be disabled, reducing realism but improving performance.
r_drawmodeldecals "1"			// [0,1] If set to 1, decals can be drawn on models, which are pretty much everything excluding walls and floors. If set to 0 these decals will be disabled, improving performance during weapons fire for example, but reducing realism.
r_dynamic "1"                		// [0,1] If set to 1, enables dynamic lighting. If set to 0, disables dynamic lighting which can boost performance without a dramatic impact on realism.
r_eyes "1"            			// [0,1] Disables eyes in models.
r_eyegloss "1"				// [0,1] Enables glossy eyes.
r_eyemove "1"				// [0,1] Enables eyes.
r_fastzreject "-1"        		// [-1,0,1] If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1.
r_lightaverage "1"			// [0,1] Activates/deactivate light averaging
r_lod "-1"				// [-1] Set the model lod (only values -1,0,1,2 legal in cal...-1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor).
r_maxmodeldecal "100"			// [50/100] Sets the amount of decals that appear on models to the max amount.
r_occlusion "1"              		// [0,1] If set to 0, disables the occlusion system in the game, which can increase performance at the expense of image quality.
r_renderoverlayfragment "1"		// [0,1] Renders overlay textures.
r_rootlod "0"				// [0-2] 0 - High, 1 - Medium, 2 - Low.
r_shadowmaxrendered "32"		// [x] Max shadows the game will render.
r_shadowrendertotexture "1"        	// [0,1] Shadow Details 0 - Low, 1 - High.  Rendered the shadow texture causing it to match the player model.
r_shadows "1"            		// [0,1] Enables shadows, disable for additional performance.
r_teeth "1"            			// [0,1] Disables teeth in models.
r_WaterDrawReflection "1"    		// [0,1] If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water.
r_WaterDrawRefraction "1"    		// [0,1] If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water.
r_waterforceexpensive "1"    		// [0,1] If set to 1, the highest quality water will be used. If set to 0, performance may improve without a noticeable reduction in water quality.                                                   
r_waterforcereflectentities "1"		// [0,1] Reflect all.
rope_averagelight "1" 			// [0,1] Enables/disables average lighting on ropes.
rope_collide "1"			// [0,1] Collide rope with the world.
rope_rendersolid "1"			// [0,1] Rendering ropes.
rope_smooth "1"				// [0,1] Rendering ropes.
rope_subdiv "2"				// [0,1] Rope subdivision amount.
rope_wind_dist "4000"			// [x] Don't use CPU applying small wind gusts to ropes when they're past this distance.
sv_robust_explosions "1"     		// [0,1] If set to 0, explosions will be less spectacular, but this may improve performance around explosions without a significant drop in realism.
violence_ablood "1"         		// [0,1] If set to 1, shows alien blood when they are hit. Disabling this can improve performance but reduce realism.
violence_agibs "1"          		// [0,1] If set to 1, shows alien gore when they are hit. Disabling this can improve performance but reduce realism.
violence_hblood "1"          		// [0,1] If set to 1, shows human blood when they are hit. Disabling this can improve performance but reduce realism.
violence_hgibs "1"          		// [0,1] If set to 1, shows human gore when they are hit. Disabling this can improve performance but reduce realism.
these are my launch options:

-applaunch 320 -heapsize 1048576 -width 1280 -height 1024 -refresh 85 +mat_vsync 1 -noforcemparms -noforcemaccel -noforcemspd -novid

keefy

2008-02-19 23:29:26

I tried you cfg and it kept crahing HL2, theres probably a cvar in there that isnt compatible with my processor but when enabled gives bad performance?

Van Occupanther

2008-02-19 23:48:38

If you wanna test it, try getting rid of these cvars:

r_3dnow "1" // [0,1] 3DNow.
r_mmx "1" // [0,1] MMX.
r_sse "1" // [0,1] SSE.
r_sse2 "1" // [0,1] SSE2.

lemme know if you get a performance hit afterwards


-----------EDIT------------

I fixed it! Holy crap did I ever! I get like 220 FPS with 8 x MSAA and 8 x AF.

Special thanks to Seagull, I had no idea about that timedemo stuff, really helped and Keefy, you got me on track to muck around with my cvars, thanks.

Anyway, what I did was I reverted the graphics cvars by typing 'differences' in the console to find figure out which ones might have been causing problems. This is what I changed:

cl_forcepreload "0"
mat_compressedtextures "1"
mat_forcemanagedtextureintohardware "1"
mat_trilinear "0"
mat_vsync "1"

*note if you use a really high resolution ingame, setting mat_forcemanagedtextureintohardware "1" will help your FPS.

Now I can use the Models and textures, no prob! :D