You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hi, I really enjoyed your widescreen fix, it is the best thing that someone made to PC HP2.
Is it possible to enable sun rays/flares? The Xbox and Gamecube ports are also the EA Seattle version, and they have it. While the PC version doesn't have it, the textures for sun rays/flares are stil there alongside the track textures inside the persist.viv file, as well as being referenced in the sun.ini file (both files in the "tracks" folder).
The text was updated successfully, but these errors were encountered:
The files are there as you said, the texture loader for it exists in the code but the rendering code doesn't exist, so nothing draws it. I don't know why it was left out.
Not sure how feasible it is to re-implement it. It'd take some DX8 coding to get it drawn (and a look at the Xbox's version code to see how it's done exactly).
It is a similar situation to, say, Most Wanted's particle effects (except MW doesn't even have a texture page for it). Code for it simply doesn't exist on PC, they reused UG2 rendering. Very likely they reused Motor City Online's rendering for HP2 PC sky. (As it is based on MCO, not on Porsche Unleashed)
Hi, I really enjoyed your widescreen fix, it is the best thing that someone made to PC HP2.
Is it possible to enable sun rays/flares? The Xbox and Gamecube ports are also the EA Seattle version, and they have it. While the PC version doesn't have it, the textures for sun rays/flares are stil there alongside the track textures inside the persist.viv file, as well as being referenced in the sun.ini file (both files in the "tracks" folder).
The text was updated successfully, but these errors were encountered: