![dow dark crusade mods dow dark crusade mods](https://staticdelivery.nexusmods.com/mods/1395/images/thumbnails/327/327-1618684051-557157190.png)
Also worth noting is that you can't go below 0.02 - it just won't load the texture when set to 0.01. But you get as close as you can (0.02), and then compensate with the texture's alpha channel.
#Dow dark crusade mods mod
WHE files and I'll be including that feature in my DoW 1 Texture Tool mod soon).
#Dow dark crusade mods how to
A snag is that you can't set it to exactly 0.0225 because you're limited to 2 decimal places of precision (EDIT: I just figured out how to change the string length in. So, if you increase the texture size to 1024x1024 (a 4x increase), you'd need to set it to 0.0225 (because 0.09 / 4 = ?) to have it match the original "size" ingame perfectly. For this (hopefully it's just the first) texture, the decal_texel_size was 0.09 and the actual texture was 256x256. whe file to a proportionally lower number to keep the same texture size ingame.
![dow dark crusade mods dow dark crusade mods](https://warhammergames.ru/_ld/5/64916163.jpg)
Instead, you can use a hexeditor to change the decal_texel_size found within the model's. To fully open the models, you'd need to use 3ds Max 8 (because that is the version the relic-created scripts were written for, unless someone would like to convert them to a newer version), but you don't actually need to go down that rabbit hole to upscale a decal. The trick to doing this (as I re-discovered* on my own) is to know that the model files come in two parts: *.whe which purely contains information about animations and stuff like that, and *.whr files which contain the actual model vertex information.
![dow dark crusade mods dow dark crusade mods](https://igg-games.com/wp-content/uploads/2015/07/Dawn-of-War-Dark-Crusade-Torrent-Download.jpg)
![dow dark crusade mods dow dark crusade mods](https://media.moddb.com/images/mods/1/23/22486/youtube_channel_01.jpg)
You can't just upscale the decal because of the way the engine works - that would only make them physically bigger ingame while retaining the same exact pixel density as the original. How I modified the SM Structure ground textures: Currently replaces: SM Force Commander and Librarian glow aura FX. Replaced them with new gradients using uncompressed tga files of the same exact resolution as the original. FX: Some FX textures that were supposed to have smooth gradients were completely destroyed by compression artifacts which caused severe banding.Also, the IG Race Selection and IG Commander backgrounds were using the same texture, I split them up so now they each have their own slightly different version of the touched up image. It now uses a touched up uncompressed tga image file of same resolution. IG Race Selection and Commander screens background texture: Severe Image quality issue due to gradient compression which caused severe banding.Replace with a completely new texture 1024x1024.