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  #1 (permalink)  
Old 06-04-2008, 08:52 PM
p0a
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Default Fixed tigerman and maenad textures

I noticed that some textures are unreadable by the "TextureViewer" tool and decided to do something about it. After investigating the problem initially with the ranged maenad textures, I discovered the cause and how to fix it.

In a nutshell, all TQ texture files are stored with the mipmaps in reverse order. However, for whatever reason, the unreadable files are stored in the normal order. So, I wrote a quick utility to reverse the order for the "broken" files. I also scanned all 13,000 texture files to find which ones were "broken" and it turned out that only the ranged maenad textures and most of the tigerman textures actually had the problem. So, rather than inflict my ugly reversal utility on the less technical world, I decided to simply fix these 10 textures and supply them for anyone's use.

So, without further ado, here are the fixed maenad and tigerman textures for anyone who wants them. These are openable by TextureViewer.exe and exportable to .tga without issues.
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Old 06-04-2008, 09:49 PM
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Default Re: Fixed tigerman and maenad textures

Wow. Once again, many thanks! It's very kind of you that you went through all this trouble to find the source and fixed it!
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Old 06-04-2008, 11:54 PM
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Default Re: Fixed tigerman and maenad textures

p0a,

While you have your hand up to your elbows in the guts of TQ's texture programs, there is one issue you can perhaps look at.

The TextureCompiler.exe that was supplied with the game only works on tga/psd files with dimensions that are an exact multiple of two - i.e. 32 x 32, 64 x 64 etc.

This means we cannot render textures that are 64 x 96 or 32 x 96, which comprise almost half of the item inventory bitmaps (such as torso armors, large axes, clubs, shields, many swords, etc.). This has been a major sticking block for the Custom Items mod I've been working on.

If you could have a look at it and see if you can find the problem, I would greatly appreciate it. One possibility is for me to upgrade to PaintShopPro 9.0 and use the Nvidia toolset if that works.
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  #4 (permalink)  
Old 06-05-2008, 12:06 AM
p0a
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Default Re: Fixed tigerman and maenad textures

Heh. Now that's an easy one. Just add "-nopoweroftwo" to the command line of TextureCompiler. I had to use this when making the textures for the TransparentGUI, as none of them are powers of two. Note that "-nopoweroftwo" is not compatible with the "-format" options, so leave that one off.

The usage becomes:
TextureCompiler InputFile.tga OutputFile.tex -nopoweroftwo
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Last edited by p0a : 06-05-2008 at 12:10 AM.
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Old 06-05-2008, 10:19 AM
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Default Re: Fixed tigerman and maenad textures

Would it be an idea to include this in the community patch?
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Old 06-05-2008, 02:55 PM
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Default Re: Fixed tigerman and maenad textures

Yes, for sure yerkyerk. That is a plain error - a bug. The impact on non-modders is zero, but it's nevertheless a bug. We should add this on luedtke's bugtracker.
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Old 06-05-2008, 03:45 PM
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Default Re: Fixed tigerman and maenad textures

Ok, I added it to the bugtracker - it's the first bug too... Oh well.
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  #8 (permalink)  
Old 10-09-2008, 05:02 AM
Grabstein
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Default Re: Fixed tigerman and maenad textures

Okay, I'm sorry that I'm inept, but how do you edit the Compiler? Do you just make a batch file?
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