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.
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
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.
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)