This doesn't seem to work with the PS3 UI mod (https://www.nexusmods.com/batmanarkhamasylum/mods/88). Anytime I install it after this and with advanced launcher and asylum reborn (which work fine with this mod) and then do the manual .ini edits for MaxLODSize it crashes at the title screen. Could it be the "TEXTUREGROUP_UI" MaxLODSize change causing this?
This mod seems to replace entire packages rather than injecting textures. So it will override all the textures from my mod that are contained within these packages. That includes environment textures, fx etc... and these original tetxures are not going to be compatible with the ini edits (so it's not just TEXTUREGROUP_UI", it's other groups too)
This looks really good. We couldn't edit most of the environment textures without the game crashing. Hoping asylum reborn can be installed in conjunction with your mod, if it can then I'll update reborn to keep the character textures and world_hi textures and link users to this mod.
It's likely they're compatible if my mod is installed first and yours second, but we'll need someone to confirm as this is untested. But I think the easiest way to make this work seamlessly is if you converted Asylum Reborn as a TFC installer texture pack, as TFC installer supports multiple texture pack with multiple tfc files, and in case two texture packs override the same texture, the latest one to be installed will be the one showing up ingame.
I don't know if you're familiar with UPK explorer / TFC installer, but from what i understood your mod is made with UPK utils, and in most cases all you have to do is drop the dds files in the correct import folder, as UPK utils uses the same filename convention as I used for UPK explorer...
Then all people have to do is install this mod first (this'll enable 4096p for every texture group in the game), then yours on top of it, and they'll have the best of both worlds.
Not sure about the ini edits required by my mods though. But it's possible this will be automated by TFC installer in the future as I had the same problem when I did a HD texture pack for Dishonored (well same problem for all UE3 games really)
Oh, this makes a lot of sense. No idea how you managed that, we were scratching our heads because we couldn't lift the MaxLODSize for most texture groups without the game eventually crashing.
I know a user who's checking compatibility between our mods, just waiting to hear back. If all works well, I'll see if Neato can update the Advanced Launcher to support your ini edits. We can finally do away with texmod.
Thanks for UPK Explorer, been using it a lot for difficulty mods. I'm not familiar with the texture side of the process, as I don't intend to edit textures ever again lol. But if I'm just porting textures around I can see about doing that when I can. I'm working on a gameplay focused overhaul for Arkham City using your tool, but I can't see object property names atm (whatever they're called) for that game (can see them for Asylum and Origins).
The problem is textures with the high res mips stored as empty, unused mips. MaxLODSize prevents them from being loaded, and if you increase it in the ini, they'll be either black ingame (that was the case with Dishonored), or crash the game (as was the case with Asylum). So they all need to be re-injected with TFC installer as a first step (that clears the empty mips), so all MaxLODSizes can be increased. But that was only the first wall. After that you would have had to deal with LODBias properties, locally stored textures with seemingly unused tfc name property resulting in random noise textures and other fun things. Let's just say this mod has been abandoned 2 or 3 times this week and almost ended up an UI upscale only.
That would be nice, if it ends up being done i cant list it as a better alternative to manual ini edits in the instructions.
In my opinion making texture pack with UPK ex is actually easier to do than what you're currently doing, trying to figure things out in the object editor. Wastelander121 made some video tutorials about how to make a texture pack if you're interested. It basically just needs to be fed your dds files.
Nameless properties. Most Arkham games use property codes instead of names for the simpler property types. I think i've got them figured out but it's just not on the top of my list right now.
That makes sense. We had the black texture issue for City and I had to import every single relevant texture to fix the issue, and WG fixed the LODBias for City in the process. Wanted to test if the LODBias fix would result in Asylum working if every texture was imported, just never got around to it and was done with texture packs after City.
I checked the PCGW, looks really straight forward. Once I update Asylum Reborn I'll link users to your mod to download first.
I'm tracking UPK Explorer for updates. Users on my server know how I'm waiting to see what updates there are before I work on the City overhaul, since the tool keeps getting better. Atm I'm using Origins as a reference for the property names.
Btw not sure if you have any interest in upscaling normal maps as well for your texture packs. If you do, a simple (albeit tedious) process, is to extract the RGB channels from the existing normal maps and upscale them individually, then combine them again. You would probably work out a way to simplify the process for yourself with this method.
Thanks for the tip. I didn't include normal maps because they would double the texture pack size, and would only provide increased details when stopping to look at things very closely, so after some testing I didn't think it was worth the trouble for environment textures. Same story for specular. But that's just my opinion/taste.
Encountered a crash when trying out the DLC maps (Prey In The Darkness). The vanilla game has had no issues. Presumably you just have to import textures from the DLC as well to get around this issue. I'll see if I can find those specific textures later (there should be a simple way to do it) and can send them to you if that makes it easier?
I've ported some of my textures over and you're right, it's easy af. I'm just going to port everything over soon. If you can, add me on Discord (gpunity). I'm taking too much space in the comments section :D
Sorry i don't have discord. Thanks for reporting the issue. I just bought this game a week ago (steam GOTY edition) so not sure where I can find this map in the game? Is that supposed to be under challenges or DLC content?
I've never heard of this happening before with TFC installer but i'm guessing texmod no longer recognizes the loaded textures it needs to replace as they have now been upscaled. If that's the case there's no solution to this except converting these texmod mods to TFC installer mods. Either that or uninstalling this mod. i'll add a mention to this in the known issues in the main mod page.
35 comments
Simply install the patch on top of v1.0. No further ini edits needed.
(*) They're better, but not great. The original textures are hard to work with...
Open BmGame.ini using any text editor (I recommend Notepad++, but notepad will work),
So it will override all the textures from my mod that are contained within these packages. That includes environment textures, fx etc... and these original tetxures are not going to be compatible with the ini edits (so it's not just TEXTUREGROUP_UI", it's other groups too)
It's likely they're compatible if my mod is installed first and yours second, but we'll need someone to confirm as this is untested.
But I think the easiest way to make this work seamlessly is if you converted Asylum Reborn as a TFC installer texture pack, as TFC installer supports multiple texture pack with multiple tfc files, and in case two texture packs override the same texture, the latest one to be installed will be the one showing up ingame.
I don't know if you're familiar with UPK explorer / TFC installer, but from what i understood your mod is made with UPK utils, and in most cases all you have to do is drop the dds files in the correct import folder, as UPK utils uses the same filename convention as I used for UPK explorer...
Then all people have to do is install this mod first (this'll enable 4096p for every texture group in the game), then yours on top of it, and they'll have the best of both worlds.
Not sure about the ini edits required by my mods though. But it's possible this will be automated by TFC installer in the future as I had the same problem when I did a HD texture pack for Dishonored (well same problem for all UE3 games really)
Oh, this makes a lot of sense. No idea how you managed that, we were scratching our heads because we couldn't lift the MaxLODSize for most texture groups without the game eventually crashing.
I know a user who's checking compatibility between our mods, just waiting to hear back. If all works well, I'll see if Neato can update the Advanced Launcher to support your ini edits. We can finally do away with texmod.
Thanks for UPK Explorer, been using it a lot for difficulty mods. I'm not familiar with the texture side of the process, as I don't intend to edit textures ever again lol. But if I'm just porting textures around I can see about doing that when I can. I'm working on a gameplay focused overhaul for Arkham City using your tool, but I can't see object property names atm (whatever they're called) for that game (can see them for Asylum and Origins).
The problem is textures with the high res mips stored as empty, unused mips. MaxLODSize prevents them from being loaded, and if you increase it in the ini, they'll be either black ingame (that was the case with Dishonored), or crash the game (as was the case with Asylum). So they all need to be re-injected with TFC installer as a first step (that clears the empty mips), so all MaxLODSizes can be increased. But that was only the first wall. After that you would have had to deal with LODBias properties, locally stored textures with seemingly unused tfc name property resulting in random noise textures and other fun things. Let's just say this mod has been abandoned 2 or 3 times this week and almost ended up an UI upscale only.
That would be nice, if it ends up being done i cant list it as a better alternative to manual ini edits in the instructions.
In my opinion making texture pack with UPK ex is actually easier to do than what you're currently doing, trying to figure things out in the object editor. Wastelander121 made some video tutorials about how to make a texture pack if you're interested. It basically just needs to be fed your dds files.
Nameless properties. Most Arkham games use property codes instead of names for the simpler property types. I think i've got them figured out but it's just not on the top of my list right now.
That makes sense. We had the black texture issue for City and I had to import every single relevant texture to fix the issue, and WG fixed the LODBias for City in the process. Wanted to test if the LODBias fix would result in Asylum working if every texture was imported, just never got around to it and was done with texture packs after City.
I checked the PCGW, looks really straight forward. Once I update Asylum Reborn I'll link users to your mod to download first.
I'm tracking UPK Explorer for updates. Users on my server know how I'm waiting to see what updates there are before I work on the City overhaul, since the tool keeps getting better. Atm I'm using Origins as a reference for the property names.
Btw not sure if you have any interest in upscaling normal maps as well for your texture packs. If you do, a simple (albeit tedious) process, is to extract the RGB channels from the existing normal maps and upscale them individually, then combine them again. You would probably work out a way to simplify the process for yourself with this method.
Thanks for the tip. I didn't include normal maps because they would double the texture pack size, and would only provide increased details when stopping to look at things very closely, so after some testing I didn't think it was worth the trouble for environment textures. Same story for specular. But that's just my opinion/taste.
I've ported some of my textures over and you're right, it's easy af. I'm just going to port everything over soon. If you can, add me on Discord (gpunity). I'm taking too much space in the comments section :D
I just bought this game a week ago (steam GOTY edition) so not sure where I can find this map in the game? Is that supposed to be under challenges or DLC content?
But you're welcome!
If that's the case there's no solution to this except converting these texmod mods to TFC installer mods. Either that or uninstalling this mod.
i'll add a mention to this in the known issues in the main mod page.