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ForumsShowcase → NoMax - Editors Read!
NoMax - Editors Read!
2006-07-14, 2:22 PM #1
Huzzah! ZeqMacaw, god of cogging and such, has just released something very special for all of you. It's not really official yet considering there are a few bugs, but hell, it works!

The NoMax patch removes the limit for 256 textures! For all you slow people who don't know what that means, it means you can have 512, 1024 and more then likely 2048 textures in your maps!

The only thing is, they still tile into 256 squares like they did before, but they don't cut the corner off the texture, it displays the entire texture.

GETTING YOUR TEXTURES INGAME

Okay, here's the tricky part. The best thing to do is have a spare 256x256 verision of your hiquality mat ready for use in JED/ZED. Use the 256x256 mat to scale your texture to the way you want it to look ingame on the surface. Since the textures still chop, the hiquality mat will cut down it's UV to the same as the 256. When you finish scaling your 256 texture to the wall, change it to the hires one, and DON'T change the position. It will be stretched in the JED preview window, but ingame it will work perfectly fine.

If you don't know what I mean, just follow this list:

- Get a hires mat for your level/model.
- Make a copy of it with 256x256 resolution.
- Apply the 256x256 mat as you would normally. Forget the hires even exists for now.
- Once your done applying the mat, change it to the hires one. Don't modify the UV without the 256x256 mat or you will lose track of where it is and you'll have to start over.

Test the game and voila! Hires Textures! YAY!

Here are some screenshots of a CTF level I made using this patch.

[http://www.jkhub.net/project/screens/project-293-aSknUOWlKH.jpg]

[http://www.jkhub.net/project/screens/project-293-KjRNGuvOOX.jpg]

[http://www.jkhub.net/project/screens/project-293-dlVybOmSFv.jpg]

You can download the patch Here


ALL CREDIT FOR THE PATCH GOES TO THE ALMIGHTY ZEQ.

Note: This patch is compatible with all other patches and will work on already existing models and levels, as long as the mats were originally 256x256 and the hires are at least 512x512. If your texture is 256x512, you'll have to scale the UV so that the 256 part looks like it normally would, but the 512 is twice the size it should be in preview mode.


Double Note: To install the patch, copy "JK.exe" and rename the copy to "JK-NoMax.exe" then run the patch.

To play JK, run JK-NoMax instead of JK.

If you want to use mods, rename "JK.exe" to "JK-NoMax.exe", patch it, then rename it back to "JK.exe"



I hope my explination wasn't too complicated for you, enjoy :3



EDIT: Yeah, don't use mipmaps.. >.> It's a glitch
-Kirei Neko (Pretty Kitty :3)
2006-07-14, 2:56 PM #2
that... is bloody cool.
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2006-07-14, 3:41 PM #3
The moon makes me hard.
幻術
2006-07-14, 3:58 PM #4
:eek:
Very funny Scotty. Now beam down my clothes.
2006-07-14, 4:30 PM #5
still using jo textures..
Current Maps | Newest Map
2006-07-14, 4:53 PM #6
Those aren't JO textures, they're JK remakes that I borrowed from Until I can get something decent. :3

I also used some of my currently existing ones :)
-Kirei Neko (Pretty Kitty :3)
2006-07-14, 4:59 PM #7
:eek:

Holy hell.
nope.
2006-07-14, 6:56 PM #8
noice, noice.
2006-07-14, 7:04 PM #9
That is excellent. Best moon ever made. Man that is detailed too..
2006-07-14, 7:08 PM #10
She photoshopped teh moon! :psyduck:

j/k! :o

It makes me hard as well. :gbk:
-Hell Raiser
2006-07-15, 8:58 AM #11
****. This is big.
2006-07-15, 9:01 AM #12
Would be neat but why don't these patches get MotS releases as well :(
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2006-07-15, 11:19 AM #13
Yippee!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :) :) :) :) :) :)

Ding dong the witch is dead! No more Broken up texture nonsense!

I am so happy! You're the coolest Zeq! This is the best thing that has happened to JK since the adjoin limit removal!
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-07-15, 12:34 PM #14
Also, how would this work with 3do's?
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2006-07-15, 12:46 PM #15
It works with 3dos the same way, use a 256mat to set your coordinates, and just apply the hires mat.

Oh, and for shred, this is the best thing for JKE, cuz now he just has to convert his hires stuff mat format and apply them to the model, theres like, no changing the model needed :3 I can't wait, he already has the Kell and AtSt done.
-Kirei Neko (Pretty Kitty :3)
2006-07-15, 1:10 PM #16
Also, I made a small test level... and it seems like at some point the UV of hi-res textures was messed up before I walked closer to the surface and it used the UV of the low-res one :/

Annoying bug.

Or then the mipmaps just don't work :P
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2006-07-15, 1:15 PM #17
:eek: :eek: Holy ****, COOL!!! :eek: :eek:

Wh00000000000000000000000haaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!

:v: :v: :v: :v:
ORJ / My Level: ORJ Temple Tournament I
2006-07-17, 1:07 AM #18
If I played this level on CTF I would die constantly because I'd always be staring at that moon in awe. :eek:

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