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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Report RSS Update 21.09.2022 (view original)
Update 21.09.2022
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Soares93
Soares93 - - 148 comments

Just out of curiosity, did you change the sleeves by issuing the console command to change the playermodel in the briefing levels?

I've considered something like this when I first heard that you could change your player model in single-player but you needed to do it before you loaded a level.

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czwarty_ Author
czwarty_ - - 1,322 comments

You can change it anytime with cg_playermodel command even in-game, now it's just simply a cvar added with that command so it's loaded up together with mission script.

But nah I think it actually doesn't work when it's entered pre-spawn. It must be attached to script line on or after spawn. When I added the line to one mission right in first line it didn't work, it seems the game automatically makes the player spawn with default model so it overrides the command if it's loaded before the spawn happens. So possibly it would be same if it was in briefing? Idk. Either way since both these winter missions also happen to have undercover part, each level needs to be edited anyway

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Suxev
Suxev - - 576 comments

I love simple touches such as these. The more unique things make the mod even better!

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VenomSVK
VenomSVK - - 59 comments

I have a question about ability to drop a weapon in campaign, is it possible to implement tis feature? It will be absolutely superb to drop weapon and pickup the new...

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czwarty_ Author
czwarty_ - - 1,322 comments

I also wish we'd have this as it would definitely liven up the game a little, but I personally can't do anything since my scripting skills are way too low for something like that. We'd have to ask the smarter guys like Hazard team who were making some small miracles out there, and if they'd be willing and would find a way to make it work, then I could try to seam it nicely into the game with properly balancing the levels to the new system

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{MasterSkyMoon}
{MasterSkyMoon} - - 14 comments

Damn it! You are working very responsibly on your project! Much better than the "Texture Conversion" and its versions (because there are some bugs there). And here is a new, best mod for this game! New... cool... feelings. To be honest, I'm already really pleased to look at these new screenshots. Keep up the good work czwarty_!

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czwarty_ Author
czwarty_ - - 1,322 comments

Thank you!

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Marcomix
Marcomix - - 662 comments

nice stg skins...but I suggest you to use real life pics to improve thompson's textures as well

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czwarty_ Author
czwarty_ - - 1,322 comments

I tried that on both Thompson and M1911 but it just didn't look good enough to justify keeping it over just remaking vanilla texture.
The final result looked somewhat flat and unappealing, and in turn looked less realistic than first remake. I think part of it is just that IRL Thompsons had very smooth finish and edges, which is harder to capture properly on photos, and simply doesn't translate well to kind of low-poly model that MoH has, which requires some artificial "strengthening" of texture for end result to look more believable.
However, I'll be revisiting these textures after final release, as like I wrote before I plan to also make a set of alternative versions of some guns (eg. MP40 with brown bakelite, P38 with black grips, BAR with wooden stock and grey finish etc) so while I'll be at it I'll also give another try to Thompson and M1911 skins, and maybe with some other source photos a photorealistic skin for them will be more viable

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Guest
Guest - - 690,772 comments

Было бы круто если бы каждом уровне, рукава игрока были под тематику. Например на зимних уровнях была бы куртка с перчатками, а на африке пустынная униформа

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czwarty_ Author
czwarty_ - - 1,322 comments

And this is actually how it's done :) for every winter mission you receive winter jacket and gloves. For Africa missions the uniform is standard because US didn't have special tropical uniforms, they just used HBT uniforms for hotter temperatures. But since Operation Torch mission is in November and african nights are rather cold, the temperatures at relatively low there. For Breakthrough missions in Africa player will be probably given HBT uniform since it's at daytime

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Guest
Guest - - 690,772 comments

But when I downloaded the mod, there was no winter jacket on winter missions

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Guest
Guest - - 690,772 comments

Or did I just download an old version of the mod?

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czwarty_ Author
czwarty_ - - 1,322 comments

Yes I think you must have downloaded old version, new version should definitely have it working. Make sure you download the file under "Hi-Res Realism Remake Mod 0.99 Release", not the older one. The new version is pinned in "Files" section, and the old is now archived

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Guest
Guest - - 690,772 comments

Ten mod działa na dodatkach? Bo widzę screena z ekspansji

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czwarty_ Author
czwarty_ - - 1,322 comments

Sam mod nie jest jeszcze dostosowany do dodatków ale można przenieść tekstury broni i postaci (będziesz musiał pomodyfikować pliki .pk3)

Te screeny tutaj są wszystkie z podstawowego MoHAA, nie dodatków, pierwszy to misja 2 ("Secret Documents of Kriegsmarine"), drugi to misja 6 ("The Siegfried Forest") a trzeci to ostatnia misja ("Storming Fort Schmerzen - Conclusion")

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Description

Some of the planned script edits to missions have been finished. Among them the one change you can see in picture here - now in winter missions the player will wear proper cold weather clothing instead of freezing to death :)

From top to bottom:
Norway (Mission 2): non-uniformed OSS/SAS + gloves
Hurtgen forest (Mission 6): US Army winter jacket + gloves
Siegfried line (Mission 6): same winter jacket but w/o gloves since most of mission takes place inside.

Other changes are also:
- bug with german uniform is fixed. The player will keep the uniform on even after his cover was blown, but the enemies will no longer ignore the player when his weapon is holstered;
- Walther P38 and Kar98k will now be playable in campaign. Player will have these weapons in mission 2, after setting charges in the U-boot. The silenced pistol and Springfield will simply move to secondary slot, so this addon should not make this mission any harder, just give more ways to play it through.
P38 will also be available in mission 6, when player takes german officer's uniform to sneak into StG44 facility. P38 will be added on secondary slot, and then later in next mission after stealth part ends (alarm after blowing up the communication center), it will be moved to first slot to allow quick switch in a fight;
- Starting ammo count for some missions is reduced. It won't change much to the gameplay, as you will never get short on ammo in this game anyway with the way the pick-ups work, but reduced amount on start will push the player to rely some more on finding boxes and dropped ammo. Starting ammo will remain high for weapons like shotgun or BAR where ammo can't be taken from enemies;
- some of textures were previously unnecessarily compressed, that's most noticeable on US sleeve ranks and patches that are currently kinda blurry. They are now remade in proper hi-res now and should all be sharp even on close-up.
Sooo I'm slowly coming up and readying the 1.0 release:)