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feat(filesystem): Recover 481 higher resolution textures in Zero Hour by re-prioritizing textures by size #1484
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feat(filesystem): Recover 481 higher resolution textures in Zero Hour by re-prioritizing textures by size #1484
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i really loved this |
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Yeah, much better! |
GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DFileSystem.cpp
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Rebased. |
Skyaero42
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Ok
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Replicated in Generals with conflicts. Code is disabled in Generals because it is of no use for the retail game. I have revisited the Zero Hour implementation because I came to the conclusion that we should not change the default overwrite behavior of textures with this change. It would raise eyebrows if some (larger) textures are overwriting while others are not. To mitigate this issue, I have restricted the reprioritization of textures to the original Textures.big and TexturesZH.big archives, so that this change specifically targets the retail game setup and not Mods. |
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Still approved |
… by re-prioritizing textures by size (TheSuperHackers#1484)
This change marks the first use case for tinkering with shadowed files and recovers 481 higher resolution textures in Zero Hour by re-prioritizing textures by size on game startup.
This was implemented by directly reordering the texture order inside the multimap on game start - as opposed to testing each file instance on texture loading for the largest texture size. This was done to favor level load performance over game startup performance.
It should be pretty fast though.
Original Zero Hour
The football stadium using downscaled Zero Hour textures.
Zero Hour with this change
The football stadium using higher resolution Generals textures.
The re-prioritized textures are
Attached as a TXT file because of its size.
log.txt
TODO