<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[texture4]]></title><description><![CDATA[<h4>Note: this part is not necessary for <a href="http://wiredforwar.org/topic/167/announcing-community-patch-1-5-godsend">Machines 1.5</a> - it uses Texture4 folders correctly</h4>
<p dir="auto">Machines includes some high(er) quality textures in the install folder, but for some reason they aren't displayed in-game (at least on some computers).</p>
<p dir="auto">You can get high-quality textures for most units, effects and buildings to work properly without much effort - just copy the contents of the <code>Machines\models\texture4\</code> directory into <code>Machines\models\texture2\</code>.<br />
To see an example of one of the biggest improvements in resolution, compare these two images:</p>
<p dir="auto"><img src="http://i.imgur.com/KoGx3wN.png" alt="civZX1_b texture 2" class=" img-fluid img-markdown" /></p>
<p dir="auto"><img src="http://i.imgur.com/4G84y6z.png" alt="civZX1_b texture 4" class=" img-fluid img-markdown" /></p>
<p dir="auto">(This texture is used on the Red team Civilian Research Academy)</p>
<hr />
<p dir="auto">Recently I had a look through the <code>Machines\models\planet\</code> folder and found that certain maps have higher-quality terrain textures, as well as some copies of unit and building textures which are higher resolution than those in the general <code>texture4</code> folder.</p>
<p dir="auto">I went through the various folders, found the best available version of each texture<strong>¹</strong> and copied them into the appropriate folders (for individual maps and for units/effects/buildings) so they would be displayed correctly in-game.<br />
I then removed the duplicate, unused <code>texture4</code> folders.</p>
<p dir="auto"><strong>I have uploaded the resulting <code>models</code> folder here:</strong> <a href="http://www.mediafire.com/download/mi5n3jnmv503pw4/models_texture4.zip" rel="nofollow ugc">http://www.mediafire.com/download/mi5n3jnmv503pw4/models_texture4.zip</a> (17MB download, 32.7MB once extracted)<br />
(if this is useful enough maybe it could be re-hosted on <a href="http://wiredforwar.org">wiredforwar.org</a> ?)</p>
<h6><strong>¹</strong> I left most moon and sun textures alone for now - there are some differences in naming, positioning, etc. which could lead to issues if they are swapped around.</h6>
<p dir="auto"><strong>To use this pack:</strong></p>
<ol>
<li>
<p dir="auto">Re-name your existing <code>models</code> folder (e.g. <code>C:\Games\Machines\models</code>) to <code>models_bak</code></p>
</li>
<li>
<p dir="auto">Download the above linked <code>models_texture4.zip</code> and extract its contents into your Machines install directory (e.g. <code>C:\Games\Machines\</code>).<br />
Make sure the new <code>models</code> folder is located directly in the <code>Machines</code> folder instead of a sub-folder like <code>Machines\models_texture4\</code> .</p>
</li>
<li>
<p dir="auto">Play Machines :-)</p>
<p dir="auto"><strong>?!</strong>. If something goes wrong (crashes, graphics glitches, poor performance, etc.), delete the new <code>models</code> folder and re-name the <code>models_bak</code> folder back to <code>models</code>.</p>
</li>
</ol>
<hr />
<p dir="auto"><strong>Some in-game comparisons:</strong><br />
(I am using <a href="http://dege.freeweb.hu/" rel="nofollow ugc">dgVoodoo</a> for 32-bit display colour and forced bilinear texture filtering)</p>
<p dir="auto"><a href="http://i.imgur.com/roqJugA.jpg" rel="nofollow ugc">Red Dozer Constructor default</a><br />
<a href="http://i.imgur.com/tolyMYY.jpg" rel="nofollow ugc">Red Dozer Constructor texture4</a><br />
(the texture for the constructor upper arms and track sides is used on many units and had a very nice 256x256 version hiding away in a map texture folder, mixed with segments of a different texture. I merged the matching parts into the regular unit texture. This is the only "modified" texture in the pack.)</p>
<p dir="auto"><a href="http://i.imgur.com/c2qoopl.jpg" rel="nofollow ugc">Blue Pod default</a><br />
<a href="http://i.imgur.com/ismQFN3.jpg" rel="nofollow ugc">Blue Pod texture4</a><br />
(64x64 → 128x128)</p>
<h2><a href="http://i.imgur.com/BfLNuHV.jpg" rel="nofollow ugc">Tutorial floor default</a><br />
<a href="http://i.imgur.com/jrKFLkr.jpg" rel="nofollow ugc">Tutorial floor texture4</a><br />
(the texture2 version of this terrain texture was already at the maximum 256x256 resolution, but was only in 8-bit colour - containing only 231 unique colors. The texture4 version is in 24-bit colour and contains 36449 unique colors.)</h2>
<p dir="auto">This pack might be useful as a base for modders to make custom skins or further enhance Machines' existing textures.</p>
]]></description><link>http://wiredforwar.org/topic/110/texture4</link><generator>RSS for Node</generator><lastBuildDate>Sat, 16 May 2026 08:57:20 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/topic/110.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 04 Jun 2016 21:39:40 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to texture4 on Sat, 06 Mar 2021 19:52:07 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/257">@GeneralCamel</a> lags may be caused by your graphic card drivers etc. Please search the forums. I also recommend the latest community patch <a href="http://wiredforwar.org/topic/167/announcing-community-patch-1-5-godsend">http://wiredforwar.org/topic/167/announcing-community-patch-1-5-godsend</a>.</p>
]]></description><link>http://wiredforwar.org/post/1735</link><guid isPermaLink="true">http://wiredforwar.org/post/1735</guid><dc:creator><![CDATA[X-Lord]]></dc:creator><pubDate>Sat, 06 Mar 2021 19:52:07 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Fri, 05 Mar 2021 13:09:31 GMT]]></title><description><![CDATA[<p dir="auto">Okay nice its working but on my gaming pc very laggy</p>
]]></description><link>http://wiredforwar.org/post/1734</link><guid isPermaLink="true">http://wiredforwar.org/post/1734</guid><dc:creator><![CDATA[GeneralCamel]]></dc:creator><pubDate>Fri, 05 Mar 2021 13:09:31 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Sat, 26 Aug 2017 14:41:19 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/171">@Warharvest_</a> Oh sorry there. I've uploaded a non latest version of my models. Yes I have a fix for that one and some other problems like reaper's auto cannon pink background. The fix is simple - smaller resolution of selected models :)</p>
<p dir="auto">Please use the models attached <a href="/uploads/files/upload-a5841f5e-d069-46b7-9fd1-7bc6f87a50b5.zip">texture4_current.zip</a>.</p>
]]></description><link>http://wiredforwar.org/post/1422</link><guid isPermaLink="true">http://wiredforwar.org/post/1422</guid><dc:creator><![CDATA[X-Lord]]></dc:creator><pubDate>Sat, 26 Aug 2017 14:41:19 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Thu, 24 Aug 2017 18:16:37 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/169">@X-Lord</a> You did a great job and I'm very pleased with the far better look of almost everything. Sadly it appears that the vent texture isn't working quite right, I noticed it on the side of a military factory. I believe that there should be a fan beneath it but instead there is just a pink circle. I was wondering if you could fix this for me as I'm not sure how to go about doing so.</p>
]]></description><link>http://wiredforwar.org/post/1421</link><guid isPermaLink="true">http://wiredforwar.org/post/1421</guid><dc:creator><![CDATA[Warharvest_]]></dc:creator><pubDate>Thu, 24 Aug 2017 18:16:37 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Sun, 20 Aug 2017 06:27:03 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/169">@X-Lord</a> Nice :-)</p>
<p dir="auto">Around the time I posted this thread I experimented with using the waifu2x-Caffe upscaler on Machines textures - results were pretty good for most textures, but they would benefit from some manual work to clean up dithering/banding (8-bit artifacts from original textures), missed edges and colourkey alpha textures (I think gun barrels, etc. use magenta as full transparency, blending the edges may cause pink outlines).</p>
]]></description><link>http://wiredforwar.org/post/1420</link><guid isPermaLink="true">http://wiredforwar.org/post/1420</guid><dc:creator><![CDATA[M123]]></dc:creator><pubDate>Sun, 20 Aug 2017 06:27:03 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Sat, 19 Aug 2017 15:19:34 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a> <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/118">@JRL101</a><br />
Back in 2011 I enlarged (using some quality-assuring algorithms) all the texture4 files. This includes all the machines, buildings and weapons. The effect is pretty cool if you ask me. You can see for yourself:<br />
<img src="/uploads/files/upload-b9a620ca-4fb3-4b26-b291-d12d8c80a8ef.png" alt="hq_models.png" class=" img-fluid img-markdown" /><br />
<img src="/uploads/files/upload-8fe1c21b-e908-4799-9d27-d24e4af3c283.png" alt="hq_models_2.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">Just <strong>download</strong> the zip and extract it to your Machines/models/texture4 and texture2 folders.<br />
<a href="/uploads/files/upload-e1b043d4-c8d9-49b0-92de-c6924c2ccb18.zip">texture4.zip</a></p>
]]></description><link>http://wiredforwar.org/post/1417</link><guid isPermaLink="true">http://wiredforwar.org/post/1417</guid><dc:creator><![CDATA[X-Lord]]></dc:creator><pubDate>Sat, 19 Aug 2017 15:19:34 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Sun, 21 Aug 2016 14:31:17 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a> You learned about it only in 2016? ROFL</p>
]]></description><link>http://wiredforwar.org/post/1301</link><guid isPermaLink="true">http://wiredforwar.org/post/1301</guid><dc:creator><![CDATA[kovi]]></dc:creator><pubDate>Sun, 21 Aug 2016 14:31:17 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Sun, 30 Apr 2017 16:34:40 GMT]]></title><description><![CDATA[<p dir="auto">Finally found the (or at least, <strong>a</strong>) reason why the <code>texture4</code> textures weren't being used on some systems:</p>
<p dir="auto">The Voodoo 3 fix (<code>vidcard.cap</code> file) intended to allow owners of 16MB Voodoo 3 video cards to play the game at resolutions higher than 640x480 seems to allocate 16MB of video memory to Machines, divided into 12MB for display and 4MB for textures:</p>
<pre><code>MEMORY_AVAILABLE_FOR_TEXTURES        4194304
MEMORY_AVAILABLE_FOR_DISPLAY        12582912
</code></pre>
<p dir="auto">If you edit <code>vidcard.cap</code> (using Notepad) and increase both values (double the originals seems to be enough) the game will load textures from the <code>texture4</code> folder without needing to move any files around.<br />
You can also simply delete or rename the <code>vidcard.cap</code> file.</p>
<p dir="auto">EDIT: apparently the <code>vidcard.cap</code> file being present also <a href="http://forums.wiredforwar.org/index.php?topic=29.msg2244#msg2244" rel="nofollow ugc">fixes the options menu freezing on some systems</a></p>
<hr />
<p dir="auto">I'm not sure if <code>vidcard.cap</code> is included in a fresh (and patched) install of Machines from CD, but it is included in the zipped install directory from <a href="http://WiredForWar.org">WiredForWar.org</a>.</p>
<p dir="auto">EDIT2: <code>vidcard.cap</code> is also added by the XP patch - which explains why many players have it.</p>
]]></description><link>http://wiredforwar.org/post/1298</link><guid isPermaLink="true">http://wiredforwar.org/post/1298</guid><dc:creator><![CDATA[M123]]></dc:creator><pubDate>Sun, 30 Apr 2017 16:34:40 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Mon, 04 Jul 2016 05:50:55 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/26">@M123</a> Im currently trying to relate the textures to the models. Is there anything i should be recognizing?</p>
]]></description><link>http://wiredforwar.org/post/1158</link><guid isPermaLink="true">http://wiredforwar.org/post/1158</guid><dc:creator><![CDATA[JRL101]]></dc:creator><pubDate>Mon, 04 Jul 2016 05:50:55 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Mon, 04 Jul 2016 05:30:52 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/118">@JRL101</a> Those are just the textures distributed with the original game, re-arranged within the folder structure so that the game actually reads the high-quality versions and displays them in-game.</p>
<p dir="auto">They could be used as a base if someone wanted to try improving them further for use in the original game (up to the maximum 256x256 resolution and 24-bit colour) or to make textures for OpenMachines.</p>
]]></description><link>http://wiredforwar.org/post/1156</link><guid isPermaLink="true">http://wiredforwar.org/post/1156</guid><dc:creator><![CDATA[M123]]></dc:creator><pubDate>Mon, 04 Jul 2016 05:30:52 GMT</pubDate></item><item><title><![CDATA[Reply to texture4 on Mon, 04 Jul 2016 05:22:09 GMT]]></title><description><![CDATA[<p dir="auto">so did you remake these textures? did you make normal/displacement maps with them?</p>
]]></description><link>http://wiredforwar.org/post/1154</link><guid isPermaLink="true">http://wiredforwar.org/post/1154</guid><dc:creator><![CDATA[JRL101]]></dc:creator><pubDate>Mon, 04 Jul 2016 05:22:09 GMT</pubDate></item></channel></rss>