This mod aims to replace or improve textures in game with new high resolution work while retaining the original feeling and color palette of the game. Characters in game will be given much higher variety of uniforms, equipment and decals which will allow for much deeper experience for those who want to revisit the game or play it for the first time after long time. The textures are redone using original ones as base whenever possible (most are still nice and have at least basic realism) to retain original design, but all textures are upscaled to twice (or more) of original resolution, sharpened, and have decals either redrawn, or replaced with as much reverence to realism as possible. In effect the skins are extra realistic, but also don't look out of place - everything is done as to not ruin the original scene background and color palette that has been developed specially for SPR and MoHAA.

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Mission Variety (Games : Medal of Honor: Allied Assault : Mods : Hi-Res Realism Texture mod : Forum : Suggestions : Mission Variety) Locked
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Feb 14 2022 Anchor

Love the mod. Really great to have this variety and the textures are really nice.

Just thought I'd provide an example of how you could add multiple custom tiks in missions, instead of having to rely on changing uniforms based on weapon inside the model definitions for example. Just put together a simple pk3 below with the script. Used m1l2a as an example to make every private a potential green variant or one with a coat. You would just need to make any tweaks you want and also add other map scripts to mapmodels folder. Or don't use it at all. Only took a few mins to put together and it's just an idea.

It works by piggybacking off of new_generic_human.tik which every AI uses (sets animation definitions). I call the custom script at the top, which means whenever any AI spawns, it will run the script against it. I also print some lines to console to debug.

zzzzzz-HiRes_RealismRemakeMod_Pak4_smithy_example_picker.pk3 - OneDrive (live.com)


Feb 15 2022 Anchor

This pk pak4 for in hires realism r mod medal allied assault -main foot in~~??

Feb 15 2022 Anchor

You put that in main folder and test with map m1l2a. But this isn't official. I just copied/pasted a pk3 and added some of my code in it. This is just to show a way of doing things.

Feb 15 2022 Anchor

Oh~ i see ok good thanks ,

Feb 17 2022 Anchor

Oh my, thank you! That is real blessing, I'll get onto it as soon as I'll be back, thank you!
Just wondering - it should be possible to use both the randomizer like it is now (for all afrika_private) and then make one for specific character via "targetname"? Or will it colide somehow?


Btw as for the model name I kept it the coat model in afrika_grenadier since it was basically unused in game - they added them standing in guard places (apart from m1l1, they are only in m1l2 guarding the Flak88s, as guards in airfield jeep mission and in Lighthouse bunker motorpool) so it fit perfectly, even though in vanilla of course those models don't have any differences at all.

Also in m1l2a I noticed weird thing, just realised that one of the guards that enters the prison building disappears - I played this game non-stop in childhood and yet never knew this. And it was hard to notice with vanilla where they all looked the same anyway, but now that they have randomized models it is instantly visible so it will need a lot of testing to know which targets might need to be "excluded" from this

Edited by: czwarty_

Feb 17 2022 Anchor

Yep, regarding targetnames you'd be able to add some code before the first switch e.g.code

I added the switch (group.targetname) and also added the self.hrrtm_processed (just a custom variable on each dude) and set it to 1 so that the same AI doesn't get processed more than once. In the switch for each case I finish with an 'end' so that it ends the thread and doesn't continue on to the next switch. The 4 names are the 4 guards you see at the start. earlyenemies 1 and 2 are the two guards idle facing towards you, guard3113 is the one hitting the prisoner, and guard3114 is the one in the truck. I just put 'end' for the truck guy so that he keeps his original model (you can make sure the next time you see the truck the same guy will have the same model, as it will be a difference AI IIRC).

Oh, and regarding the disappearing AI, yep, and in fact all 3 of those guards that walk in the house are scripted to disappear if they meet the following criteria: idle state (not in attack mode), reached their destination, and that the player cannot see them. Two walk upstairs and disappear, and one walks next to the card table and disappears.


Feb 17 2022 Anchor

Ohm~ good nice i

Feb 19 2022 Anchor

I'm now wondering about levels where some enemies are appearing only after you reach some point, for example m2l1 enemies in second courtyard appear only when you are exiting the building, do you know if they are spawning or some script is just simply making them appear? Because if they are spawning on the moment you touch the trigger then this switcher wouldn't work on them, right? Because it only runs on beginning of the level? But I guess just making this randomizer run again just triggered by same event should make it work, right?

And one more, when the model switch happens does it somehow respawn the characters? I'm wondering about instances where character is placed in some small place, like the towers in sniper mission (m5l1a, m5l1b), or spawning in halftracks, could this script make them somehow stuck in these places?

Feb 19 2022 Anchor

It runs whenever an AI model’s tiki is loaded into the game. new_generic_human is included in each actor tiki and is used for animations, so is needed whenever any AI enters the level. That includes those that are present in the bsp and those spawned via script. The tiki script runs, thus the randomiser runs with it, each time. Same way any AI that enters the world knows what hat to wear, or what equipment to choose — the engine parses the tiki script each time. Same way my corpsestay mod works. You know the guard hitting the prisoner and the guard on the truck? They actually spawn when you hit a trigger as you go round the corner from player spawn, so you've already seen it in action working on those spawned after a mission begins :). There are a few places in that level that has spawners in fact. E.g. the small empty house that they run out of when you blow the gate to the flaks. Or just under Grillo's cell after he picks up the weapon -- if you are with Grillo and can't see the outside, two guys spawn and run into the house.

But changing model doesn’t change the AI. In memory, it’s the same actor, just the model changes. So they keep their targetname, their weapon, their entnum (entity number), their origin in the world etc. It doesn’t affect any scripts being run on them, or any actions they need to perform, or where they are standing. E.g. the card guys are still sitting and still playing cards even though their model has been swapped. It’s the same as changing their weapon mid game. Their model is just one of their properties you can modify. It's analogous to a player changing their model while in a server.

Oh, BTW, are the waffenss meant to still have their original camo? I notice the green dot camo isn't in the shutze and nco tiks so they remain the same in m3l2 for example?

Edited by: Smithy

Feb 20 2022 Anchor

Ohh right, I get it now! Feels kinda obvious now lol.
About AI you also reminded me, do you know what are those names that are on bottom of tik files, like:

/*QUAKED ai_german_afrikacorps_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 92)

When I created new tiks of characters for mod I just left it unchanged, so those new characters share that "ai_german....." name with others. Does it have any actual role? They work without bugs so far, but I noticed that in expansions for new characters they added proper "ai_...." names to new characters, so maybe there is some reason to actually take care of it.

Oh, BTW, are the waffenss meant to still have their original camo? I notice the green dot camo isn't in the shutze and nco tiks so they remain the same in m3l2 for example?

You probably have "texture compression" enabled in options which iirc uses.dds files instead of .tga or .jpg, and since I only used .jpgs for beta this will use vanilla .dds ones. The textures for camo smocks are in place of vanilla ones, they use same names and paths. This isn't a problem in those characters that use totally newly added textures because they don't have .dds-es anyway.
So this might be a problem with other characters that use replacement textures too, like some Afrika skins or winter ones

Forgot to mention this in readme, I'll try to add it to file description

Edited by: czwarty_

Feb 20 2022 Anchor

Those QUAKED lines are used by Radiant (map editor). The underscore name is the menu location:

So for your example, it's in menu ai -> german -> afrikacorps -> soldier:

radiant menu

The first vector (1.0 0.5 0.0) is the colour of the bounding box in the editor (R G B), so in this case it's orange. The 2nd and 3rd vectors are the size of the bounding box. Some entities have even more content in that line, which are usually the spawnflags that you can set on them for ease of use in the Entity window in Radiant. So these QUAKED lines are useful for mappers more than anyone else if you name them appropriately. As you can see, there are duplicate names as more than one tik has the same QUAKED line.

Thanks for the heads up about the texture compression.

Edited by: Smithy

Feb 20 2022 Anchor

Alright, so I'll go through them and give them proper names for next release so they will be ready for use in mapmaking for others, thanks

Edited by: czwarty_

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