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[REL] ViceTXD Update

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shocker275
  • shocker275

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#91

Posted 21 March 2005 - 07:47 PM

QUOTE (ashdexx @ Sep 29 2004, 23:00)
QUOTE
http://www.spooky.ni...co.uk/Setup.exe


Spooky, this link gives me IMG Tool 1.3..

@ fahq, if you ever read this. i forgot what my sig was at that time, but im not from nyc, so its, um, moot point now.... turn.gif

Yeah when I download it, it is just the IMGTool. confused.gif

GT-1
  • GT-1

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#92

Posted 21 March 2005 - 07:49 PM

Is it really that hard to search? Linnk for the download (click).

GT-1

shocker275
  • shocker275

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#93

Posted 21 March 2005 - 08:25 PM

QUOTE (GT-1 @ Mar 21 2005, 19:49)
Is it really that hard to search? Linnk for the download (click).

GT-1

Oh hehe. Sorry about that. Thanks though. biggrin.gif

CygnusX1
  • CygnusX1

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#94

Posted 20 April 2005 - 01:40 AM Edited by CygnusX1, 22 April 2005 - 05:54 PM.

QUOTE (GT-1 @ Mar 21 2005, 19:49)
Is it really that hard to search? Linnk for the download (click).

GT-1

Yes, it really is that hard to search, at least for me . dozingoff.gif But people here are helpful colgate.gif

Thumps
  • Thumps

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#95

Posted 18 March 2006 - 11:49 PM Edited by Thumps, 19 March 2006 - 04:24 PM.

QUOTE (Spooky @ Sep 14 2003, 21:21)
QUOTE (ST.MU @ Sep 14 2003, 20:43)
QUOTE (Spooky @ Sep 14 2003, 21:13)
- The flags are in the dword right after the alpha name.

These are just the alpha flags and (hopefully) depend on the image type:
CODE
8bit without alpha: 9728
8bit with alpha: 9472

32bit without alpha: 1536
32bit with alpha: 1280

DXT1 without alpha: 512
DXT1 with alpha: 256
DXT3 with alpha: 768

(Just the second byte of the dword changes, that's why all values are divisible by 256)
I thought the same but some textures stray from this key... for example some player/npc skins are DXT1 without alpha and the flags are 33280... which led me to believe it's 16 individual 1-bit flags.


Actually that's the raster format flags DXT doesn't have anything to do with it.


CODE

 DEFAULT   = 0x0000
 FORMAT1555 = 0x0100
 FORMAT565 = 0x0200
 FORMAT4444 = 0x0300
 FORMATLUM8 = 0x0400
 FORMAT8888 = 0x0500
 FORMAT888 = 0x0600
 FORMAT16 = 0x0700
 FORMAT24 = 0x0800
 FORMAT32 = 0x0900
 FORMAT555 = 0x0a00

 FORMATAUTOMIPMAP = 0x1000
 FORMATPAL8 = 0x2000
 FORMATPAL4 = 0x4000
 FORMATMIPMAP = 0x8000

for example
9728 is 0x2600 or FORMATPAL8 | FORMAT888
33280 is 0x8200 or FORMATMIPMAP | FORMAT565

also of note the const 4 is constantly 4 because it's the raster type
and raster type 4 is a texture.
CODE

 TYPENORMAL = 0x00
 TYPEZBUFFER = 0x01
 TYPECAMERA = 0x02
 TYPETEXTURE = 0x04
 TYPECAMERATEXTURE = 0x05
 TYPEMASK = 0x07
 PALETTEVOLATILE = 0x40
 DONTALLOCATE = 0x80


Sorry but I have no idea what the flags right before the texture name are for.
hope that helps a little bit.
Mike alien.gif




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