Approved graphics mods - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Approved graphics mods (/showthread.php?tid=57900) |
Approved graphics mods - Echo 7-7 - 12-25-2011 ' Wrote:Is there any textures HD pack for FL compatible with Discovery mod? Or what is recommended for 1920x1080 resolution? There is a HD texture pack linked somewhere in this thread. However, the pack is only designed to improve vanilla (unmodded) Freelancer textures. Since Discovery introduces some new textures, the HD texture pack does not affect every model, be it a Solar or a Ship. I've tried it out but there are some compatibility issues and I would not recommend its use. At a high resolution, provided that you don't have any HUD issues (such as the placement of the scanner and weapon lists) the best thing you can do is manually change the settings for your graphics card. If you have an NVidia card, then go into NVidia Control Panel -> Manage 3D settings -> Program Settings -> select Freelancer. From there, depending on how good your graphics card is, crank up all/some of the settings to maximum (or the desired setting at which you can still play without a drop in framerate). This may take a few attempts to figure out what works best, but it shouldn't take too long. The most obvious improvements are when you increase texture quality and anti-aliasing. Approved graphics mods - shcore22 - 12-25-2011 guys i want to ask ... how he can in this Video have this graphics.... http://www.youtube.com/watch?v=fz6m0aBccJw...feature=related im looking for it from a long time... Approved graphics mods - Stefz - 12-25-2011 Those are graphics used from SWWT mod, correct me if I'm wrong. It isn't actually a mod, it's just changing Discovery and Freelancer files with SWWT files. But you have to know what files you can't change so you don't trigger cheat detection. Approved graphics mods - Echo 7-7 - 12-25-2011 ' Wrote:guys i want to ask ... how he can in this Video have this graphics.... http://www.youtube.com/watch?v=fz6m0aBccJw...feature=related ' Wrote:Those are graphics used from SWWT mod, correct me if I'm wrong. It isn't actually a mod, it's just changing Discovery and Freelancer files with SWWT files. But you have to know what files you can't change so you don't trigger cheat detection. Indeed, that content is from the Shattered Worlds: War Torn mod. This player has imported the HUD and Starspheres from that mod. Possibly also the nebulae, too, but it's difficult to tell in that video. The method simply involves copying over the relevant files... if you know which ones you're looking for. You have to be careful about copying files from other mods, since if they conflict with Discovery mod files, your game will crash. Approved graphics mods - tygerd - 12-25-2011 Echo thanks. Now I have a problem with installing HudShift mod. I don't understand how to install this mod. There is something about 'add an entry to dacom.ini', so I add it. But from there I don't know what I must put where. There are six files and readme is talking about one. Can anyone help me? Thanks. Approved graphics mods - Echo 7-7 - 12-25-2011 ' Wrote:Echo thanks. Just one moment. I will post detailed instructions. Edit: Here you go! 1) Take the Hudshift.dll file and copy into the C\...\Freelancer\EXE folder. 2) in the EXE folder, look for a file called dacom.ini. NB: If you see one called dacom and one called dacom.ini, then the file you want is in fact the first one, dacom, since windows is hiding the actual name of the file type. Right-click on the file, and click Properties. Under the General tab, look down to Attributes. Ensure that Read-only is not ticked. Click OK. 3) Double click on dacom to open it. By default, it should open in Notepad. You should see something like this: Code: @include FL_Dev.ini At the bottom of the [Libraries] section, in the line underneath dsace.dll, type Hudshift.dll It should now look like this: Code: @include FL_Dev.ini Save and close the file. 4) Take the Hudshift.ini file and copy it into the folder C\...\Freelancer\DATA\INTERFACE . 5) Open the Hudshift.ini file. You should see something like this: Code: [HUDShift] Now, find your screen resolution among the lists here. Don't know what it is? Right click on your desktop, click Properties -> Display Settings (XP) or Personalize -> Display Settings (Vista). It's something similar for Windows 7. For the purpose of this example I will assume your screen is 1440x900. That one can be found in the 16:10 aspect ratio group. What you need to do is remove the ; symbol from the [;HUDShift] box underneath the aspect ratio group in question. Theny, you must add a ; symbol to the same for the very first [;HUDShift] in the file, the one that has "Horizontal = auto" underneath it. Your file should now look like this: Code: [;HUDShift] Save and close this file. 6) All steps should now be completed. Someone I know might have made a FLMM version of Hudshift. I will check with them about it, but for now, this manual installation will work fine. Approved graphics mods - tygerd - 12-25-2011 You are my savior! Thank you so much! Approved graphics mods - shcore22 - 12-25-2011 ahh guy can any one help me i cant open any reply it is saying ( board message ) ............ make ur reply short so i can read it with out click it .... pls guys!!!!!!!! Approved graphics mods - Champ - 12-25-2011 If you go through this thread there's an FLMod version of HudShift posted. I use it, and it works without flaw, if I'm correct. Approved graphics mods - MÃmir - 12-31-2011 ' Wrote:If you go through this thread there's an FLMod version of HudShift posted. I use it, and it works without flaw, if I'm correct. How do I make the realistic lighting mod work in 4.86? |