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PC hq2x and other Image filter packs

Azoo

Terrarian

(using xBRZ in the screenshot)
i can't seem to replicate this in any of the packs. are you sure its not from another texture pack?
I reinstalled the pack and that seemed to fix it. No idea what caused it, I think I did something wrong.
 

Xanderru

Terrarian
had all this figured out at launch lol. sorry that i couldn't get to it faster, i was at work (i do graveyard shifts unfortunately)
all packs have been updated now.
on another note, this pack here uses xBR for it's "HD" look. should i discontinue my xBR version? opinions are needed in that regard.
thank you, enjoy!
Thanks for updating so quickly! It was really nice coming back to the forums and seeing the pack updated already not long after the release of 1.4.

About the other pack though, I feel like, for now at least, your xBR and the other user's xBR upscaling look different enough that both can exist. It seems to me that the other person has "higher quality" textures (seems most obvious in the vines). I'm guessing maybe the other user did multiple pass-throughs with their script? What do you think? Is it just me? At first, I thought that my eyes were merely playing tricks on me but the other user's xBR pack is much bigger in file size.

On another note though, I am curious what the pros and cons of doing multiple pass-throughs are. Does it cause problems?

Edit: I downloaded both packs to compare their differences and here's what I found. One, the other pack definitely seems like it has been upscaled more (a side-by-side comparison of the Eye of Cthulhu's spritesheet from both packs makes it very obvious). Two, the other pack has files that your pack does not have and your pack has files that the other pack is missing (e.g. your pack has WorldGen, SplashScreens, Misc, etc. folders while the other pack does not. The other pack has backgrounds that yours does not have, but they seem like pre-1.4 backgrounds so they may just be leftovers).
 
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KBM-Quine

Official Terrarian
welcome! i've been chomping at the bit for 1.4 and wanted to update my pack just as much for those that use it.
i seem to have mistaken the process i read from the git, it actually uses xBRZ. the xBR it has is only for items if it's blending options is set in a certain way it seems. (here's a link to the line in particular) regardless, those are good points, i'll continue xBR/xBRZ for the time being.
 

Jeff_42

Terrarian
When I next start the game after enabling on of these packs, I get an error like the log below.
I found that unpacking the zip file, and repacking it with 7Zip using the "Store" (No compression) method creates a zip that does NOT cause this issue. The work-around isn't too hard to do, but I assume this was not intended?

Edit: Nevermind, I didn't realize it was loading the pack from the unzipped folder I completely forgot was still in the resource packs folder.

Code:
5/29/2020 4:53:22 PM
System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> Ionic.Zip.BadCrcException: CRC error: the file being extracted appears to be corrupted. Expected 0x5C605A3E, Actual 0xEAB47754
   at Ionic.Zip.ZipEntry.VerifyCrcAfterExtract(Int32 actualCrc32)
   at Ionic.Zip.ZipEntry.InternalExtract(String baseDir, Stream outstream, String password)
   at ReLogic.Content.Sources.ZipContentSource.OpenStream(String assetName)
   at ReLogic.Content.AssetLoader.TryLoad[T](String assetName, IContentSource source, T& resultAsset)
   at ReLogic.Content.AssetRepository.TryLoadingAsset[T](Asset`1 asset, AssetRequestMode mode)
   at ReLogic.Content.AssetRepository.LoadAsset[T](Asset`1 asset, AssetRequestMode mode)
   at ReLogic.Content.AssetRepository.Request[T](String assetName, AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadAsset[T](String assetName, AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadTextures(AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadAssetsWhileInInitialBlackScreen()
   at Terraria.Main.<LoadContent_Deferred>d__1159.MoveNext()
   at Terraria.Main.DrawSplash(GameTime gameTime)
   at Terraria.Main.DoDraw(GameTime gameTime)
   at Terraria.Main.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)

5/29/2020 5:44:34 PM
System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> Ionic.Zip.BadCrcException: CRC error: the file being extracted appears to be corrupted. Expected 0xF49BCCCA, Actual 0xA3309333
   at Ionic.Zip.ZipEntry.VerifyCrcAfterExtract(Int32 actualCrc32)
   at Ionic.Zip.ZipEntry.InternalExtract(String baseDir, Stream outstream, String password)
   at ReLogic.Content.Sources.ZipContentSource.OpenStream(String assetName)
   at ReLogic.Content.AssetLoader.TryLoad[T](String assetName, IContentSource source, T& resultAsset)
   at ReLogic.Content.AssetRepository.TryLoadingAsset[T](Asset`1 asset, AssetRequestMode mode)
   at ReLogic.Content.AssetRepository.LoadAsset[T](Asset`1 asset, AssetRequestMode mode)
   at ReLogic.Content.AssetRepository.Request[T](String assetName, AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadAsset[T](String assetName, AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadTextures(AssetRequestMode mode)
   at Terraria.Initializers.AssetInitializer.LoadAssetsWhileInInitialBlackScreen()
   at Terraria.Main.<LoadContent_Deferred>d__1159.MoveNext()
   at Terraria.Main.DrawSplash(GameTime gameTime)
   at Terraria.Main.DoDraw(GameTime gameTime)
   at Terraria.Main.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
 
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KBM-Quine

Official Terrarian
When I next start the game after enabling on of these packs, I get an error like the log below.
I found that unpacking the zip file, and repacking it with 7Zip using the "Store" (No compression) method creates a zip that does NOT cause this issue. The work-around isn't too hard to do, but I assume this was not intended?
interesting. for the most part, this pack is automated. so the zip generated just use what ever the default settings of 7zip are. i'll tinker with my scripts and update the links shortly. as an aside though, this was discussed by others earlier in the thread.
edit: changing it to store doesn't seem to solve the crash on my end, odd.
 
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Jeff_42

Terrarian
interesting. for the most part, this pack is automated. so the zip generated just use what ever the default settings of 7zip are. i'll tinker with my scripts and update the links shortly. as an aside though, this was discussed by others earlier in the thread.
edit: changing it to store doesn't seem to solve the crash on my end, odd.
You know what? I don't think it worked for me either. I had left the unpacked files in that folder and I just now realized it was loading from that instead.
 

Techdude594

Skeletron Prime
Hey, 1.4.0.5 has been out for a while, and added a few new items/changed some textures. Is this pack going to be updated soon?
 

Mr_KrzYch00

Official Terrarian
I was interested in checking the script posted and I managed to make these packs for version 1.4.0.5. I decided to give it a try, mainly due to a crash with the old version.

These packs contain textures from Terraria 1.4.0.5 only. Compare filter transitions on Terraria Logo here (total of 24 filters).

I fixed few issues with the script which simplified the process, got rid of possible missing files issue and improved loading times by using xnb instead of png files. Quine was messaged with the detailed information on this, so it can be applied to the main script package.

[Image Filter] HQ2x Download (XNB) (MD5 checksum: 1a26f01b531a1ee1a40deac9fe7b6d5c)
[Image Filter] XBR2x Download (XNB) (MD5 checksum: 4d13737a187c9ebed261fd02741f7c90)
[Image Filter] XBRz2x Download (XNB) (MD5 checksum: 095fa2e764edcff99ddf99f1cd5070ee)

* hosted on my own VPS, the in-game Texture Pack name is always "[Image Filter] filernamehere" to distinguish between the two. You can apply this pack before (2nd) the original to fix possible missing files, or use the ones provided here only.

If you are interested in Experimental filters, you can browse ALL available experimental filter packs here (XNB).
The files located there are split into 4 categories/directories:
1. OK or slight wall glitches - these texture packs are mostly OK or small wall glitches may be noticeable,
----- 2xSCL, AdvInterp2x, EPXB, EPXC, HQ2xBold, HQ2xSmart, LQ2x, Scale2x; CRT display modes (interesting results): MAMETV2x, HawkyntTV2x
2. Kind of blurry - these texture packs look blurry but may also contain other glitches,
----- Eagle2x, SuperEagle
3. Wall glitches - these texture packs should have visible wall glitches,
----- DES II
4. More glitches - texture packs that have most graphic files not suitable for Terraria, because amount of glitches is just too big.
----- LQ2xBold, LQ2xSmart, SaI2x, Super2xSCL, SuperSaI, Ultra2xSCL, BilinearPlusOriginal, BilinearPlus
* above texture packs may work well when mixed together with others providing an ultimate, nice looking Texture pack.

0. Fixing walls pack - xBR wall textures to replace broken walls in other texture packs (1st on the Texture Packs list).



WARNING! It is recommended to reopen the game when changing texture packs, there is some object disposing problem (crash) occurring when loading the world after too many changes were performed in Texture Packs menu.

EDIT reason: I changed the naming scheme, reduced the version to 1.0 and changed the description for clarity that it may not be exactly the same pack as provided in the first post (if there were any changes done), yet providing same filter processing methods for the main 3 image filters. The list of filters is now complete.
 
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