Texture Fix 4
Re: Texture Fix
Good to hear that! Now, enjoy the game! :D
Re: Texture Fix
@12dbXO
You can also use YKSRSK1.8.! (Improved texture)
12dbXO, Tapir, Bengan Good night.
You can also use YKSRSK1.8.! (Improved texture)
12dbXO, Tapir, Bengan Good night.
AMD Ryzen 7 7800X3D
ASRock X670E Taichi Carrara
DOMINATOR TITANIUM DDR5-7200 32GB
PNY RTX4070Ti 12GB VERTO LED WE
WD m.2 KIOXIA m.2
ASRock X670E Taichi Carrara
DOMINATOR TITANIUM DDR5-7200 32GB
PNY RTX4070Ti 12GB VERTO LED WE
WD m.2 KIOXIA m.2
Re: Texture Fix
@clear F1
GOOD NIGHT!
GOOD NIGHT!
Re: Texture Fix
i'm little confused about the file DX11 and now a TeXFix3!
I'm start the game in DX9 because most mods = Trailer, skin etc. can't run in DX11 due to their expertise ..: - / But the latest file TeXFix 3, has it should stand alone and not with the DX11FlickfiX Correct?
I'm start the game in DX9 because most mods = Trailer, skin etc. can't run in DX11 due to their expertise ..: - / But the latest file TeXFix 3, has it should stand alone and not with the DX11FlickfiX Correct?
Re: Texture Fix
@Veisborg
The two mods DX11flickfix2 and TexFixx3 is doing exactly the same thing.
Sadly we discovered the problems they are to fix in DX11 mode from the
beginning, hence the name DX11flickfix2. In the last update of that mod
we therefor changed it's name, simple as that. The mod, TexFix3, should
be placed right above all the map mods in Mod Manager. :D
The two mods DX11flickfix2 and TexFixx3 is doing exactly the same thing.
Sadly we discovered the problems they are to fix in DX11 mode from the
beginning, hence the name DX11flickfix2. In the last update of that mod
we therefor changed it's name, simple as that. The mod, TexFix3, should
be placed right above all the map mods in Mod Manager. :D
Re: Texture Fix
@Veisborg
Hello,
the TeXFix3 is for DX9 and DX11 as well and has been created to replace the previous file named DX11...
Put above all maps and it will resolve any texture issue
Hello,
the TeXFix3 is for DX9 and DX11 as well and has been created to replace the previous file named DX11...
Put above all maps and it will resolve any texture issue
Re: Texture Fix
@ipaho
Thanks for clarification on that, should have been in my post too! :D
Thanks for clarification on that, should have been in my post too! :D
Re: Texture Fix
Folks, I haven't got the slightest idea on how many people run this game
under OpenGL, but I have asked a guy with nickname yaumeister to try
if this fix, TexFix3, could remedy his problem with "black textures". He
runs under OpenGL and the test showed that there is still some problems
with the rendering of windows on buildings. ExtremorPL reported a similar
problem running under DX11 here:
viewtopic.php?p=6625#p6625
and my discussion with yaumeister starts here:
https://www.promods.net/viewtopic.php?p=268199#p268199
Maybe Arayas can tackle this when he's back from vacation. Hi Arayas!
We'll see, but I really hope Arayas won't see this until he's back! :oops: :oops: :oops:
under OpenGL, but I have asked a guy with nickname yaumeister to try
if this fix, TexFix3, could remedy his problem with "black textures". He
runs under OpenGL and the test showed that there is still some problems
with the rendering of windows on buildings. ExtremorPL reported a similar
problem running under DX11 here:
viewtopic.php?p=6625#p6625
and my discussion with yaumeister starts here:
https://www.promods.net/viewtopic.php?p=268199#p268199
Maybe Arayas can tackle this when he's back from vacation. Hi Arayas!

We'll see, but I really hope Arayas won't see this until he's back! :oops: :oops: :oops:
Re: Texture Fix
From this i understand the TexFix is normaly the replacement of DXfix. Where is the dilema?
I dont have any support for OpenGL users because i have no clue how it works and what the problem can be.
This mod simply reinstates some SCS textures or custom textures with mipmaps on. I'm not gonna pretend is maded for some voodoo stuff or that is the God of fixed.
It's just a patch.
Bengan, i will find 5 minutes to annoy you, don't worry :D
Re: Texture Fix
@Arayas
Mate, let's discuss this when you're back. Relax now instead! :D
@All
As far as I understand it, it looks as if a lot of different texture DDS's
needs to get the minimaps back. I haven't seen anywhere a declaration
from SCS, why they have removed them in 1.35. Is it a requirement by
DX11 or what? Can anyone spread some light on this?
Mate, let's discuss this when you're back. Relax now instead! :D
@All
As far as I understand it, it looks as if a lot of different texture DDS's
needs to get the minimaps back. I haven't seen anywhere a declaration
from SCS, why they have removed them in 1.35. Is it a requirement by
DX11 or what? Can anyone spread some light on this?