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High Resolution Targas
- Copy-Cat
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5 years 2 months ago #1314
by Copy-Cat
High Resolution Targas was created by Copy-Cat
So, i'm pretty close to figuring it out, and thru the process I have managed to break the game in an unusual way.
The map loads white washed, seems only to be 4 colors, black, white, green and I think red.
Its soo trippy to walk around the map with only black and white, but the 512 targa I was testing is no longer causing errors.
Here is the trippy screenshot
anyhow we are in the lab cooking up the next big fix
The map loads white washed, seems only to be 4 colors, black, white, green and I think red.
Its soo trippy to walk around the map with only black and white, but the 512 targa I was testing is no longer causing errors.
Here is the trippy screenshot
Attachment not found
anyhow we are in the lab cooking up the next big fix
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- Slippery Jim
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5 years 2 months ago #1315
by Slippery Jim
Replied by Slippery Jim on topic High Resolution Targas
Gawd, I hope you figure this out!
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- Copy-Cat
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5 years 2 months ago - 5 years 2 months ago #1317
by Copy-Cat
Replied by Copy-Cat on topic High Resolution Targas
Update: I am able to force load map with a 512 x 512 Targa. The game currently doesn't know how to handle them, so it crashes on render.
If I start the map with player looking away from texture, it loads, as soon as a single pixel tries to load it crashes. I am real close, just need to figure this program out to find the return call to the function that sets the eax register to 0 b4 the error call. If ya know how get on and take a look.
2nd UPDATE:
Got it to load the 512 targa!, now to come up with a patch!
I'm hoping the repeat uvs on the texture is caused by the texture not being built into the materials.dat
3rd UPDATE:
Yeah it was WC needing the materials.dat updated, but, unfortunately WC complains of the 512 X 512 targa and will not apply the uv mappings, so I Tricked it into thinking the Targa is 256 x 256 and the targa in folder is 512 x 512.
Here is the long awaited screenshot!
I know, I know I could've picked a better image to test with but I thought it would be kewl at the time! LOL
If I start the map with player looking away from texture, it loads, as soon as a single pixel tries to load it crashes. I am real close, just need to figure this program out to find the return call to the function that sets the eax register to 0 b4 the error call. If ya know how get on and take a look.
2nd UPDATE:
Got it to load the 512 targa!, now to come up with a patch!
I'm hoping the repeat uvs on the texture is caused by the texture not being built into the materials.dat
3rd UPDATE:
Yeah it was WC needing the materials.dat updated, but, unfortunately WC complains of the 512 X 512 targa and will not apply the uv mappings, so I Tricked it into thinking the Targa is 256 x 256 and the targa in folder is 512 x 512.
Here is the long awaited screenshot!
Attachment not found
I know, I know I could've picked a better image to test with but I thought it would be kewl at the time! LOL
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- Slippery Jim
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5 years 2 months ago - 5 years 2 months ago #1318
by Slippery Jim
Replied by Slippery Jim on topic High Resolution Targas
Does the alpha layer still work?
PS: you should have done Doc Brown from Back To The Future.
PS: you should have done Doc Brown from Back To The Future.
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- Copy-Cat
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5 years 2 months ago #1320
by Copy-Cat
Replied by Copy-Cat on topic High Resolution Targas
1
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- Slippery Jim
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5 years 2 months ago - 5 years 2 months ago #1321
by Slippery Jim
That last part confused me. Please explain.
Replied by Slippery Jim on topic High Resolution Targas
Copy-Cat wrote: also using tga instead of bmp works too.
That last part confused me. Please explain.
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