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Introducing:

The High Resolution Graphics Mod by LogicSequence

Do you like eye candy? Do you wish Galactic Civilizations 2 had Higher Resolution textures? Do you wish the planets and solar systems looked more realistic? Do you think your PC can HANDLE IT?

Welcome players of Galactic Civilizations 2, to The High Resolution Graphics Mod by LogicSequence. I've been developing this mod for some weeks now, and the time is near for it's release.

In short, this mod will:
Replace the textures for all the races' homeworlds with new, original higher resolution versions.
Replace all Class 0 planet textures with new, original higher resolution versions.
Replace all ring and moon textures with new, original higher resolution versions.
Replace all cloud textures with new, original higher resolution versions.
Include authentic all-new Raw Terrain maps for all of the races' homeworlds.
Add more color variation to the background nebulae.

This mod isn't for the older PC. Some of the textures in this mod are 4096 x 2048 pixels, and many are 2048 x 1024, or 1024 x 512. If your PC meets the recommended system requirements for Galactic Civilzations 2: Dark Avatar, you should be able to run this mod without any problems.

Screenshots:

(These are some Development screenshots of the mod in the Beta stage)
(Be forewarned, the images are hosted on a free image hosting site, and i have limited bandwidth, try not to overload it!)




















[Download]
Comments (Page 7)
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on Feb 15, 2007

Thanks LogicSequence for a great mod ! WOW!



(thanks also to the kind host, delighted to discover that site too!)
on Feb 15, 2007
As long as the other mods don't make changes to any of the same XML files as the HRG mod. If they do, then you'll actually have to edit the file and merge the two together, making sure that they don't conflict, that's not as simple as cut and paste, because you should go through it entry by entry to make sure you keep all the relevant data. But if you do that, there shouldn't be any problems.


i was hoping for that much. mostly i want to merge it with KHSM 1.9 (better looking ships and better looking planets? i hope you and kyro both are on SD's payroll).

seriously though, your work's inspiring. i've never had the ambition to systematically create a useful mod people would want. nor the skill, really. i'm a pretty apt guy all around, but i haven't ever had the ambition or dedication to create a mod for other people. but i'm learning.

along those lines, i have a question about the changes you made to startypes.xml. if i were to create a new star type, the 'dark star' i mentioned above, could i code that file so such a star wouldn't give off any light at all? would this in turn cause the lights on planets orbiting that star to always be on (or are the lights showing based on what direction the planet is facing, rather than how much light is already there)?
on Feb 15, 2007
Hey Logic TERRRRRRRIFIC work... absolutely STUNNING... one of the best mod in the whole modding community...

Great art, and great method of work... you have got surely the "know how"...

Hope to meet you again on irc to make congrats to you

Ru`Fallen
on Feb 16, 2007
Am I stupid, or is there a missing link for the mod to be downloaded? I just do not see any link on this page and nothing in the modding section either.

"Where's the Beef"
on Feb 16, 2007
dystopic:

I merged KHSM, HRG, and Carbon UI all by copying them into the same folder. I also merged a small balance mod that I made personally by hand editing raceconfig.xml It was fairly straight forward.

And logicSequence, The raceconfig.xml will work in the mod folder. However, you must place it in Mods\data, not mods\data\english for it to work (for some reason the game won't recognize it if its in the english folder). I know this beacuse I modify a range penalty for the different races in my games.

Additionally, your mod has a raceconfig and startypes xml in your High Resolution graphics mod\data folder(so the game is using them), Are they the same as the ones you replaced in the Darkavatar\data folder? If not, they are overwriting what changes you made to the original game files in the Dark Avatar\data.

I don't know about startypes.xml to say if the game is using the mod folder version, but I can guaruntee that the game will read the raceconfig.xml from the mod folder if it is in the mod\data folder.

ps, what bug fix did you do to the raceconfig.xml? I want to make sure I don't accidently delete it!

Thanks.
on Feb 16, 2007
Ok I found the link after lookin gfor around 15 minutes and reloading the page several times. I think this site is having a problem with loading all the parts up as it was not showing me the download button.

on Feb 16, 2007
I think this site is having a problem with loading all the parts up as it was not showing me the download button.


Actually I just edited it to add a download link (in place of the release date in the OP) after you made your comment.
on Feb 16, 2007
ps, what bug fix did you do to the raceconfig.xml? I want to make sure I don't accidently delete it!


ditto
on Feb 17, 2007
Hey guys, sorry it took me a while to post, i've been catching up on "real life" .

Am I stupid, or is there a missing link for the mod to be downloaded? I just do not see any link on this page and nothing in the modding section either.


If you look in the library where the mod is, in the description box, it will tell you the mod is hosted at The Galactic Core. Unfortunately the mod was too big to upload directly to the mods library. But in the description box is the link to the mod. You can download it here. The Galactic Core was wonderful enough to host it for us.


And logicSequence, The raceconfig.xml will work in the mod folder. However, you must place it in Mods\data, not mods\data\english for it to work (for some reason the game won't recognize it if its in the english folder). I know this beacuse I modify a range penalty for the different races in my games.


Well i found that not to be the case when i tried with DA. But if it is the case, and it works in the mods folder, then by all means just copy the one the installer put in the original game dir into the mods folder and use that one. However, they are both exactly the same (the one the installer puts in DA/data and DA/mods/data). Anyways, the one in the mods folder is in mods/data not mods/data/english. There is no such folder created when the mod is installed.



Additionally, your mod has a raceconfig and startypes xml in your High Resolution graphics mod\data folder(so the game is using them), Are they the same as the ones you replaced in the Darkavatar\data folder? If not, they are overwriting what changes you made to the original game files in the Dark Avatar\data.

I don't know about startypes.xml to say if the game is using the mod folder version, but I can guaruntee that the game will read the raceconfig.xml from the mod folder if it is in the mod\data folder.



There is a bug in the game where the mods folder doesn't port startypes.xml correctly Cari confirmed it with me a week or so ago. That's why the installer places a copy in the game dir. However, i set it so the files are also placed in the mods/data dir so that when a patch for the game fixes those issues, you don't have to download anything else to make the mod compliant, it will just start using the ones in the mods folder and you can delete the other ones.


ps, what bug fix did you do to the raceconfig.xml? I want to make sure I don't accidently delete it!


Everything should be clearly visibly marked as modded in the file. There will be a commented header in the file where i modded data, and a commented closing footer to indicate where modded info stops. Basically it's just a correction to the name of the Dominion of Korx Homeworld. It's supposed to be Korlath and not Korx.
on Feb 17, 2007
And now the new question after this amazing mod came out is:

Will you be doing High Res ship parts?
on Feb 17, 2007
Hi

I have installed this mod and ran DA for a couple hours now, and saved/shutdown. I attempted to run again but DA will not load after the initial video sequence runs(skipped or not). Has anyone had any problems with this mod having adverse effects on the loading of DA? It crashes completely to desktop with one of those funny MS dialog boxes saying there's a problem with DA. Personally I think its Windows he he...

But since my system is more than powerful enough (AMD FX-57, 2.5 Gigs DDR2 400, ATI 1600 Graphics), and I have not had any problems with the installation of this game plus updates, I must assume it is this mod (no others installed).

Just would like to bring my save game back as I was doing pretty damn good...

oh and basic regular settings for the games internal settings, but the load is not getting that far, and I have tried running without the mod except for the two files mentioned in the readme still crashes.

Are those to files in the main directory the problem children? I do not know that much about what is in the files themselves.
on Feb 17, 2007
And now the new question after this amazing mod came out is:

Will you be doing High Res ship parts?


Don't you think the ship parts in DA are pretty enough!? I did.
on Feb 17, 2007
McKindle, You'll have to post your Debug.err file to get more help... There's nothing in the mod that should remotely cause that kind of problem, so we need to see what's going on.
on Feb 17, 2007
I will have to attempt sending the debug.err file to you by email today later when I run another game. I kinda uninstalled and reinstalled just incase that had some effect (and I wanted to play with a friend of mine that was over yesterday)...

So I will install your mod again today later then email you the file if there's a problem again.

I appriciate all your work and now for you to help repair something is also quite cool!
Thanks!

PS the file is quite large over 240 k so far and that doesn't have your mod installed even! Is there a certain section you need to see for information that would help?
on Feb 17, 2007
240K isn't large at all

However, don't send it to me in an email, instead let's wait until kryo gets around and then you can ask him to take a look at it. I seriously doubt the mod has anything to do with it, and if it's an issue with DA itself, it would be better to let Kryo help you out .
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