Now that the new 1920x1080 menus are done I continued trying to get the mod ready for release by packaging up all the files. However when I double check the work to see that everything is working properly I continue to have texture replacement priority issues.
Get ready for some boring technical explanation below:
What that means is when I create a replacement high resolution texture sometimes the game ignores it and uses the original low resolution texture. If I put the texture in a mod and activate it the game will use the new version of the texture no problem. This is actually how I work when I am making the new textures (for instance I place all the mission A new textures inside a mod folder called "missiona_new" and then activate it just like any other mod).
Now that I am trying to release a new version of Last Resort when I package everything up the new textures are no longer activated like a traditional mod. This is when I start having file priority issues.
The only way to fix this is to search out which new textures aren't getting displayed properly and use a hex editor to modify the texture names so the game thinks they are whole new textures. Not only is this a pain in the ass but it also increases the amount of memory the game will use for textures.
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