BloodRayne 2: Terminal Cut

BloodRayne 2: Terminal Cut

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Skulls Feb 3, 2021 @ 3:47pm
Texture Modding
I uspcaled textures for BR1:TC (see nexusmods) and wanted to do the same for BR2:TC but it doesn't seem to work the same way. I tried replacing bulk textures within the w32art.pod with .tif files but it threw an error due to file size.

I have come across some old BR2 mods that use a different method and I was hoping someone with more knowledge about how it works could chime in. Essentially, you rename your language.pod to w32ensnd.pod and w32ensnd.pod to language.pod and then overwrite w32ensnd.pod with your own w32ensnd.pod that contains the mod.

I tested this and successfully loaded an old texture mod into the game. I did receive a message about missing text during the tutorial but it seemed fine otherwise.

How does this work? Would any textures in w32ensnd.pod overwrite textures from w32art.pod? Anyone know what the file size limit of the pod files is?
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Showing 1-6 of 6 comments
Check the largest POD file you have. I believe the limit is around 2 GB per POD, but I may be wrong on that.
Skulls Feb 6, 2021 @ 10:10pm 
Originally posted by The Fifth Horseman:
Check the largest POD file you have. I believe the limit is around 2 GB per POD, but I may be wrong on that.

You're right, it looks like 2GB is the limit. So I just tested splitting textures between w32art.pod and w32ensnd.pod and it's looking good so far. I have to fix a bunch of upside down textures and some transparency issues but I think I can upscale the game.
Skulls Feb 8, 2021 @ 10:08pm 
Making progress but need help finding a file. What texture controls the green marker on the objective screen? I need to correct it but I'm having a hard time finding it.

Skulls Feb 9, 2021 @ 8:21pm 
I completed the upscale. Should be on the nexus once they approve adding the game.
SolivaN Sep 11, 2021 @ 11:53am 
any news?
Skulls Sep 11, 2021 @ 3:51pm 
It's up on the nexus but I recommend this community project instead: https://www.nexusmods.com/bloodrayne2terminalcut/mods/2
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