Introducing: The High Resolution Graphics Mod by LogicSequence

By on February 1, 2007 3:50:49 AM from GalCiv II Forums GalCiv II Forums

LogicSequence

Join Date 03/2003
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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!)




















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February 1, 2007 11:23:22 AM from GalCiv II Forums GalCiv II Forums
A valentines day release.... YES!!!, perfect gift.
Hopefully you'll do GFX for all other planets eventually too...

I'd marry you if I was a woman, but alas i'm not, so I have twin sisters.... you can take your pick from one of them. ( their 23 )
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February 1, 2007 11:33:22 AM from GalCiv II Forums GalCiv II Forums
So, I'm guessing this is DA compatible, right?
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February 1, 2007 12:43:58 PM from GalCiv II Forums GalCiv II Forums
What about the habitable worlds? Will those receive this treatment too? I'm thinking it may look weird having a new PQ0 planet next to a PQ14.

Either way, great job! I look forward to the release date!
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February 1, 2007 1:16:11 PM from GalCiv II Forums GalCiv II Forums
Hopefully you'll do GFX for all other planets eventually too...


ALL planets that can be upgraded graphically will be addressed.

However, the random "habital" worlds are just that, randomly generated by the game. They don't use actual images for their surfaces. Instead they use their Raw terrain maps. At this time, raw terrain map sizes cannot be changed, so all of the random habitable worlds will still have the same set of random terrain.

What about the habitable worlds? Will those receive this treatment too? I'm thinking it may look weird having a new PQ0 planet next to a PQ14.


Agian, because of the way the game randomly generates the habitable worlds, there's no way to define what they will look like, but they will still have the same set of varied raw terrain generated by the game (which is enhanced in DA).

However, they will take advantage of the new high resolution cloud textures and city light textures of the mod, as well as the new high resolution moons and rings.

Trust me, even tho the textures of the habitable worlds can't be changed, the mod breathes new life into their look and feel. Habitable worlds stand out like glistening gems in a sea of dead space . And also remember there are many different types of habitable worlds in DA, so there is a lot of new color variation. But like i said, the mod will enhance EVERY aspect of a planet that can be enhanced.

So, I'm guessing this is DA compatible, right?


Not only is it compatible with Dark Avatar, it's designed specifically for Dark Avatar.
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February 1, 2007 2:10:11 PM from GalCiv II Forums GalCiv II Forums
Ahh, that explains why even though I add new planet textures, I still get some that I thought i'd replaced.

Either way, stunning work, and I really can't wait for it.
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February 1, 2007 2:52:07 PM from GalCiv II Forums GalCiv II Forums
Agian, because of the way the game randomly generates the habitable worlds, there's no way to define what they will look like, but they will still have the same set of varied raw terrain generated by the game (which is enhanced in DA).

However, they will take advantage of the new high resolution cloud textures and city light textures of the mod, as well as the new high resolution moons and rings.

Trust me, even tho the textures of the habitable worlds can't be changed, the mod breathes new life into their look and feel. Habitable worlds stand out like glistening gems in a sea of dead space . And also remember there are many different types of habitable worlds in DA, so there is a lot of new color variation. But like i said, the mod will enhance EVERY aspect of a planet that can be enhanced.


Awesome! I am definitely looking forward to this.
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February 1, 2007 3:11:03 PM from GalCiv II Forums GalCiv II Forums
This looks great!  
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February 1, 2007 5:51:00 PM from GalCiv II Forums GalCiv II Forums
Hehehe, my computer can barely run the regular graphics.
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February 2, 2007 4:08:13 AM from GalCiv II Forums GalCiv II Forums
Absolutely beautiful, LogicSequence. The good people at Stardock should create a special medal for you.
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February 2, 2007 9:09:55 AM from GalCiv II Forums GalCiv II Forums
Any gfx enhancements for the combat view? Havent seen the DA version but the basic version looks rather bad.
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February 2, 2007 5:46:57 PM from GalCiv II Forums GalCiv II Forums
Any gfx enhancements for the combat view? Havent seen the DA version but the basic version looks rather bad.


The Stardock guys handled that one. All the ship textures and weapons in Dark Avatar have been re-made with vastly improved detail and quality. There was no need to redo ship textures in my mod because the default DA ship textures are much better than in Dread Lords.
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February 2, 2007 10:24:02 PM from GalCiv II Forums GalCiv II Forums
since when did mars get clouds? kidding. they look really great! too bad its only for DA, I used up the lsat of my greens getting GalCiv: II.
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February 2, 2007 10:43:21 PM from GalCiv II Forums GalCiv II Forums
These look awesome!
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February 2, 2007 11:29:23 PM from GalCiv II Forums GalCiv II Forums
(Avatar) Frogboy February 2, 2007 22:43:21 Reply #13 These look awesome!


Thank you! That means a lot coming from you, i appreciate it.
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February 3, 2007 3:23:50 AM from GalCiv II Forums GalCiv II Forums
UPDATED Change list:

> Mod will also increase the quality of the star graphics.
> All of the (class 0) planets in the Races' home star systems will now have higher resolution textures unique to their solar system.
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February 4, 2007 5:51:40 PM from GalCiv II Forums GalCiv II Forums
Updated the updated change list above ^^^^
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February 5, 2007 2:22:49 PM from GalCiv II Forums GalCiv II Forums
If you want some extra inspiration I think real life can give you some clues:
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February 5, 2007 7:15:55 PM from GalCiv II Forums GalCiv II Forums
Yes! Thank you, a high resolution pack, some of the textures are outright hideous when stretched to 2560x1600, I was going to suggest someone remake them
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February 5, 2007 7:36:38 PM from GalCiv II Forums GalCiv II Forums
Those do look very nice. Really. Very, very nice.

Anyone happen to know what the system recommendations are for DA? I'm almost positive I meet them, but I'm still curious?

also, are you introducing any new PQ-0 skins? I've long wanted to improve the variety of these worlds (especially since I often like to play with habitable planets set to uncommon).
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February 6, 2007 9:32:36 AM from GalCiv II Forums GalCiv II Forums
(Citizen) dystopic February 5, 2007 19:36:38 Reply #19
also, are you introducing any new PQ-0 skins?


Check out number 2 on the list of mod changes. None of the default planetary graphics will be reused in the mod.

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.
> Mod will also increase the quality of the star graphics.
> All of the (class 0) planets in the Races' home star systems will now have higher resolution textures unique to their solar system.


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February 6, 2007 3:23:12 PM from GalCiv II Forums GalCiv II Forums
Dang this looks one SWEEEET mod

Count me on the d/l list as soon as i can get my hands on it!

You need anyone to test for you just email me > webmaster@thegalacticcore.com
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February 6, 2007 9:49:29 PM from GalCiv II Forums GalCiv II Forums
My Old monitor (a LG studioworks 700s)only has a max resolution of (shudder) 1280*1024, but my comp has the ability to run the mod with no slow down. Can I still use it even with the low resolution?
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February 6, 2007 9:51:38 PM from GalCiv II Forums GalCiv II Forums
Can I still use it even with the low resolution?


Texture resolution is not related to screen resolution, so as long as your video card can handle it you'll be fine.
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February 7, 2007 1:06:10 AM from GalCiv II Forums GalCiv II Forums
Kryo's right Moral55, the resolution of the textures is high, but that doesn't mean your monitor needs to match it . If your video card is decent, and you meet the recommended specs for Dark Avatar, you shouldn't have any problems with the mod.

Of course once it's released if i start hearing that tons of people are getting 2fps frame rates, i may go back and shrink some files down, but i don't think that will be neccessary (my frame rates have never dropped below 70fps with the mod), i think everyone knows this is a mod for eye candy, and eye candy means you need a good computer.

I was able to Download the final version of Dark Avatar tonight, and am in the process of making the mod compatible with the final version. And i still have a few more things left to do. But the bottom line is everything is still on track for a Feb. 14th release. If i get it done sooner, i will release it sooner, but right now, i'm aiming squarely at the 14th (one week).

And on a slightly "eeesh" note, the mod will be about 100Mb. I hope there will be no problem hosting it in the library (i don't know if there is a storage limit?). Maybe Kryo can help me out there.
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February 7, 2007 10:46:14 AM from GalCiv II Forums GalCiv II Forums
Some nice screenshots for you.


What strange new worlds lie in the Alcyone system?


Hmmm, i wonder if princess leia lives there?


The home system of the Krynn, such a desolate system, yet from it the Krynn have launched their crusade to convert the galaxy.


The home of the Drengin Empire needs no introduction.


A shining beacon in space... Has she ever looked more beautiful.


The twin gas giants of Macrinus.


The Iconians are afraid of the dark.


The Thalan home star system, Thalis. How did they get here??


EWWW! Frogs!!! Squash em!


The Wardell system, home of the ancient Bradlings... Sadly their civilization vanished when their great leader went insane. His subjects were unable to cope. There are many rumors about his demise, the only clues are the scribblings on his wall. "Code not working... Code not working... Can't fix... Must fix... Release date soon... AHHHHHH!"
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