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I found a mod that allows you to increase the resolution of the game which makes the UI elements smaller, and improves overall graphical quality. I also used a custom NVIDIA profile to force several settings, including anti-aliasing, anisotropic filtering and more onto the game.

The result is a better looking and more enjoyable game!

I uploaded a video to YouTube, you can find it here, including the links to the resolution patch.

Note: for the resolution patch, first install the game fresh, delete MM7.exe, rename MM7-rel.exe to MM7.exe, apply GreyFace patch, then rename MM7.exe back to MM7-rel.exe and apply the resolution fix.

Video: www.youtube.com/watch?v=HjXGujiUH6g
You don't need to rename MM7-rel.exe to MM7.exe, my patch overwrites MM7.exe
Thanks. Tweaking directly the driver is indeed mandatory nowadays, at least for the AA!
Link of the mod thread:
http://www.celestialheavens.com/forums/viewtopic.php?t=9873
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GrayFace_sergroj: You don't need to rename MM7-rel.exe to MM7.exe, my patch overwrites MM7.exe
Yeah but the resolution fix patches MM7-rel.exe and your fixes patches MM7.exe. So they both write to different files!
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NotoriousPyro: Yeah but the resolution fix patches MM7-rel.exe and your fixes patches MM7.exe. So they both write to different files!
So the sequence is install, install patch, rename MM7.exe to MM7-rel.exe, apply mmrestool, rename MM7-rel.exe to MM7.exe.
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NotoriousPyro: first install the game fresh, delete MM7.exe, rename MM7-rel.exe to MM7.exe, apply GreyFace patch, then rename MM7.exe back to MM7-rel.exe and apply the resolution fix.
That was an edit of OP?
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GrayFace_sergroj: the sequence is install, install patch, rename MM7.exe to MM7-rel.exe, apply mmrestool, rename MM7-rel.exe to MM7.exe.
Sure? That's not the same sequence as NotororiusPyro'. Edit: Seems okay.

Thank you both.
Post edited August 03, 2013 by ERISS
That's bad, the so cute little animated screens of shops have disappeared. :(
They are dearly missing, I prefer without this patch :/

Known bug with Tool027: http://www.celestialheavens.com/forums/viewtopic.php?p=271243#271243
Is there 028 somewhere?
With exception of animated backgrounds in stores etc. They invisible because 3D-view painted over them currently (to avoid black background). This is problem of all 0.2.7 versions of patch
Post edited August 03, 2013 by ERISS
MMResTool v0.2.8 doesn't seem to have been released; MMResTool027fix2 is the last version and still has the backgrounds missing.
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NotoriousPyro: Yeah but the resolution fix patches MM7-rel.exe and your fixes patches MM7.exe. So they both write to different files!
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GrayFace_sergroj: So the sequence is install, install patch, rename MM7.exe to MM7-rel.exe, apply mmrestool, rename MM7-rel.exe to MM7.exe.
I did it a tad differently:

install game; install your splendid patch; rename MM7-rel.exe to MM7-rel.ORIGexe; then run the MMrestools batch files...;)
Post edited February 08, 2014 by waltc
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GrayFace_sergroj: So the sequence is install, install patch, rename MM7.exe to MM7-rel.exe, apply mmrestool, rename MM7-rel.exe to MM7.exe.
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waltc: I did it a tad differently:

install game; install your splendid patch; rename MM7-rel.exe to MM7-rel.ORIGexe; then run the MMrestools batch files...;)
I installed it the same way that Grayface did. I don't think it matters which one to use as long as one of them gets both the patch and the batch files.

However, there doesn't seem to be much point in running the mmt_d3d_textures.bat as it only converts the .lod files to .hwl, which Grayface's patch blocks unless you set 'NoD3DBitmapHwl=1' to 'NoD3DBitmapHwl=0' in the mm7.ini. Even then, the only difference that I can see is that the new .hwl files appear to be a bit more saturated, but you can also achieve the same effect by setting 'PaletteSMul=0.65' to 'PaletteSMul=1.1' in the mm7.ini

Just throwing that last bit out there to save somebody maybe 3 minutes of time of converting textures that they are already looking at. :P
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waltc: I did it a tad differently:

install game; install your splendid patch; rename MM7-rel.exe to MM7-rel.ORIGexe; then run the MMrestools batch files...;)
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ddmlink: I installed it the same way that Grayface did. I don't think it matters which one to use as long as one of them gets both the patch and the batch files.

However, there doesn't seem to be much point in running the mmt_d3d_textures.bat as it only converts the .lod files to .hwl, which Grayface's patch blocks unless you set 'NoD3DBitmapHwl=1' to 'NoD3DBitmapHwl=0' in the mm7.ini. Even then, the only difference that I can see is that the new .hwl files appear to be a bit more saturated, but you can also achieve the same effect by setting 'PaletteSMul=0.65' to 'PaletteSMul=1.1' in the mm7.ini

Just throwing that last bit out there to save somebody maybe 3 minutes of time of converting textures that they are already looking at. :P
It's personal preference, but I think running the game with NoD3DBitmapHwl=0, after converting the textures with the texture tool, is superfluous, eh?...;) I mean, the purpose of the converter is to convert all of the 2d textures, right? Once I've converted the textures I can't perceive any difference between NoD3DBitmapHwl=0 or 1--because I'm running the game in D3d mode and there aren't any 2d textures remaining to use. (Or, am I confused about that?...;))

Running the game in D3d mode with the textures converted pretty much eliminates jaggies, even at 640x480, or so it looks to these tired, old peepers, anyway....:D I just finished making a longer post about my experience with mmrestool2.7f--the original author had some great intentions--I only wish he'd been able to carry them out.
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ddmlink: I installed it the same way that Grayface did. I don't think it matters which one to use as long as one of them gets both the patch and the batch files.

However, there doesn't seem to be much point in running the mmt_d3d_textures.bat as it only converts the .lod files to .hwl, which Grayface's patch blocks unless you set 'NoD3DBitmapHwl=1' to 'NoD3DBitmapHwl=0' in the mm7.ini. Even then, the only difference that I can see is that the new .hwl files appear to be a bit more saturated, but you can also achieve the same effect by setting 'PaletteSMul=0.65' to 'PaletteSMul=1.1' in the mm7.ini

Just throwing that last bit out there to save somebody maybe 3 minutes of time of converting textures that they are already looking at. :P
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waltc: It's personal preference, but I think running the game with NoD3DBitmapHwl=0, after converting the textures with the texture tool, is superfluous, eh?...;) I mean, the purpose of the converter is to convert all of the 2d textures, right? Once I've converted the textures I can't perceive any difference between NoD3DBitmapHwl=0 or 1--because I'm running the game in D3d mode and there aren't any 2d textures remaining to use. (Or, am I confused about that?...;))
I admit that I don't fully understand it myself, but from what I've read the Software Mode used .lod textures, which were better quality textures, than Hardware Mode's .hwl textures, so Grayface patched it to where Hardware Mode would use .lod files instead.

And it seems that the converter converts the .lod textures into .hwl textures. In other words, they are blocked by Grayface's patch unless you set NoD3DBitmapHwl to 0. But there isn't much point because they are the same files, so you won't see a difference in quality, only saturation (which the mm7.ini allows you to control as well). The point of both Grayface's blocking .hwl textures and the mmrestool texture converter is so that we can play in D3D mode with less jaggies (like you said) but also with the good quality textures. :D

I'll probably look at your other post and maybe reply there as well, but like you said: the author had great intentions, just never finished.
I didn't like MM8, but I had thought that its items are nicer that those already good of MM7. I was some jealous..
And I just discover the good mod!:
http://mmgames.ru/index.php?option=com_content&view=article&id=128&Itemid=215&lang=en
See in bottom of the page.

MM7: Lone Sun’s mod
Weapon, armor and other stuff from Might and Magic 8.
Zip-achive with files, 42.5 Mb
Last Updated on Monday, 19 October 2015
Post edited April 15, 2016 by ERISS