LogicSequence LogicSequence

Introducing: The High Resolution Graphics Mod by LogicSequence

Introducing: The High Resolution Graphics Mod by LogicSequence

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]
458,680 views 210 replies | Pinned
Reply #76 Top
Well i manged to install the mod i have noticed anyway grasphic glitches as soon as i switched graphic options as suggested in the readme.
My specs:
AMD 3500+
X800 XT
2GB RAM
Reply #77 Top
LogicSequence - This is totally beautiful.

I was impressed when I was going thorugh your files, the images looked amazing - I use several other mods and merge them all into one folder so I can have more fun.

Then I started a new game, and wow. The stars, the Nebulea, the Planets.... Wow. Totally amazing. I think I need new pants, lol


Marioflag:
You were sure to restart DA right?
I'm not too familiar with ATI X series, (Had a 9700AIW till this year, lol), but given that there is currently X1900's out along with Athlon 64's (and X2's), I would guess that your computer might be a little under powered. Try lowering the anitasailing values and star density.

If the glitches increase over time (IE they get bigger and cover more of the screen), turn down as many of the graphic options you can, exit the game, and turn off your rig to let it cool.
Reply #78 Top
My specs:
AMD 3500+
X800 XT
2GB RAM


I had no issues on my A64 3200 / x850Pro / 1GB RAM system.
Reply #79 Top
Hi LogicSequence i don't know if i have done something wrong during installation but i'm not able to load the mod.
I installed the file.exe in TotalGaming/GC2/Dark Avatar, after i followed the instructions in the readme, but in mods folder there is no High Resoultion Pack i have just Default and Example. What have i done wrong?
Thanks


Hmmm. ok. Lets make sure it didn't install to the Dread Lords mod folder. Have you checked TotalGaming/GC2/Mods to make sure it isn't there? And previously, you were sure to check Totalgaming/GC2/Dark Avatar/mods correct? Remember, you must have Dark Avatar installed for the mod to work, the mod is not for Dread Lords.

Do you have GC2 installed to the default dir or a custom one (it shouldn't matter either way)? Try this: delete (or rename) the file called prefs.ini in the My Documents/My Games/GC2 Dark Avatar folder, this will restore all of your settings to default. Then start the game, check use mods in settings, and go into the selction window and hit the default BUTTON. Restart DA and THEN go back and see if you can select the High Res mod from the list.
Reply #80 Top
Thanks everyone for the compliments!

Well i manged to install the mod i have noticed anyway grasphic glitches as soon as i switched graphic options as suggested in the readme.
My specs:
AMD 3500+
X800 XT
2GB RAM


What kind of glitches are you talking about Marioflag? Anything specific?
Reply #81 Top
I was impressed when I was going thorugh your files, the images looked amazing - I use several other mods and merge them all into one folder so I can have more fun


i'm planning on doing the same thing. is it simply a copy & paste job?
Reply #82 Top
I was impressed when I was going thorugh your files, the images looked amazing - I use several other mods and merge them all into one folder so I can have more fun


i'm planning on doing the same thing. is it simply a copy & paste job?


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.
Reply #83 Top


What kind of glitches are you talking about Marioflag? Anything specific?


Logic Sequence probably my graphic corruption was due to overheating because now i'm not able to reproduce it, i'm noticing that with the mod my audio is stuttering a lot more than before but it's already known that it is due to anti-aliasing (which i have maxed at 6x)
and also in this case it should happen because your mod needs greater graphic requirements, so all my problems should be resolved by Stardock they are not due to incompatibility with your mod.
BTW you have done a really great work I hope Stardock will implemement your mod as a graphic option in the next patch!
Thank you
Reply #84 Top
Plus the auto installer idea is pure genious


A neccessity too. The mod makes changes to 2 XML files that as of the current build of DA, aren't replacable via the mods folder (this is a bug of course). So the installer has to replace those files in the actual game directory. Don't worry tho, the installer checks for the previous versions of those files before it changes them, and saves those default versions as .bak backup files.

So if you don't want to use the mod any more, you can delete the xml files the installer put in, and delete the .bak extension of the backups and the original files are restored (it's all in the readme). The files are ...Dark Avatar/data/startypes.xml and ...Dark Avatar/data/english/raceconfig.xml. The latter is simply a bug correction in the file, so keeping it no matter what wouldn't hurt (unitl SD fixes it of course), the former is what makes the stars give off different colored light.
Reply #85 Top


What kind of glitches are you talking about Marioflag? Anything specific?


Logic Sequence probably my graphic corruption was due to overheating because now i'm not able to reproduce it, i'm noticing that with the mod my audio is stuttering a lot more than before but it's already known that it is due to anti-aliasing (which i have maxed at 6x)
and also in this case it should happen because your mod needs greater graphic requirements, so all my problems should be resolved by Stardock they are not due to incompatibility with your mod.
BTW you have done a really great work I hope Stardock will implemement your mod as a graphic option in the next patch!
Thank you


Try lowering you AA a little, that will put less stress on your graphics card.
Reply #86 Top
thanks Logic for all the hard work you did

Reply #88 Top
Great job, Logic! Those planets are gorgeous!

I prefer the orginal background stars, though. Yours are very... um... festive?
How could I change that?


Reply #89 Top
Go into the mod folder and open the file for the High Res Graphic Mod. Inside open the folder 'GFX' and unless i am a total dunce you just need to remove the folder called 'Space'. Or if its just the stars that get you, not the nebula, just open the 'Space' folder and remove the files 'Star0' to 'Star3'.

D

The Galactic Core Forums - Home of the Metaverse Council
Reply #91 Top

Thanks LogicSequence for a great mod ! WOW!



(thanks also to the kind host, delighted to discover that site too!)
Reply #92 Top
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)?
Reply #93 Top
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
Reply #94 Top
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"
Reply #95 Top
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.
Reply #96 Top
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.

Reply #97 Top
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.
Reply #98 Top
ps, what bug fix did you do to the raceconfig.xml? I want to make sure I don't accidently delete it!


ditto
Reply #99 Top
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.
Reply #100 Top
And now the new question after this amazing mod came out is:

Will you be doing High Res ship parts?