Author Topic: [FF7] 24bits texture conversion - Image2Tex (2011-08-02)  (Read 57940 times)

Tekkie.X

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Re: Image2Tex - 24bits textures for FF7
« Reply #25 on: 2009-08-19 02:42:35 »
1. Google the file
2. Download and place in appropriate folder
3. Start program
4. ???
5. Profit

willis936

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Re: Image2Tex - 24bits textures for FF7
« Reply #26 on: 2009-08-19 02:46:24 »
Haha, yeah, I did that like 10 minutes ago.

A very /facepalm/ moment.

obesebear

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Re: Image2Tex - 24bits textures for FF7
« Reply #27 on: 2009-08-21 06:06:29 »
Borde, could you also make this a Tex2Image program?  I think it would be pretty helpful for people wanting to extract textures to change them a bit, since Biturn can't handle 24bit

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #28 on: 2009-08-21 19:07:47 »
How many people actually insert 24bit tex files into their game? All my experimenting shows graphical errors with palettes every time i did it. Avatars i guess maybe

Borde

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Re: Image2Tex - 24bits textures for FF7
« Reply #29 on: 2009-08-21 20:01:17 »
pyrozen thanks, I already know what went wrong. Will solve it soon.
obesebear ok, it should be easy.
sl1982 mmm, as far as I know only the UI elements and some textures used during magics/summons have a fixed pallete. Are there many more?

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #30 on: 2009-08-21 23:23:19 »
would it be possible to add a selection option for 4-bit or 24-bit tex saves?  i only ask because in situations where you want to modify the image via Hex(for use with Aali's PNG support) it isn't possible because the 24-bit nature makes it impossible to locate the palette data.
At least for me anyways :D

lee

nfitc1

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Re: Image2Tex - 24bits textures for FF7
« Reply #31 on: 2009-08-22 02:54:52 »
Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.

This is why I started developing in .NET. These dependencies are all nicely packaged by MS. I don't know what made them think that VB6 should be written in this way...

Borde

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Re: Image2Tex - 24bits textures for FF7
« Reply #32 on: 2009-08-22 10:35:11 »
Yes, there are many things in VB6 that will remain a mistery for ever. Like how can it actually be possible to get a "type mismatch error" while running a "compiled" program. Or why there is no clean way of testing if an array is empty. Or... well, the list is just too long. Never tried VB.Net, but hope they finally sorted out all this nonsens.

pyrozen currently textures are saved with their original bit depth and pallete. So if you convert a 4-bit BMP you will get a 4-bit TEX file. Or so it should be, at least.

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #33 on: 2009-08-22 19:05:00 »
pyrozen currently textures are saved with their original bit depth and pallete. So if you convert a 4-bit BMP you will get a 4-bit TEX file. Or so it should be, at least.

right you are! I must've been using 24-bit images at first, but switching to a 16 color index'd palette give me perfect results.  Great job borde!

lee

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #34 on: 2009-08-25 19:27:48 »
pyrozen thanks, I already know what went wrong. Will solve it soon.
obesebear ok, it should be easy.
sl1982 mmm, as far as I know only the UI elements and some textures used during magics/summons have a fixed pallete. Are there many more?

As far as i know the UI does not have any fixed palettes. I went a different route with texture injection. When i used your program the game would not switch palletes anymore

Borde

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Re: Image2Tex - 24bits textures for FF7
« Reply #35 on: 2009-08-26 01:24:43 »
Ok, uploaded a new version. It should solve the crashes and the "Color 0 as transparent" check not being updated correctly. I also added the option to save as BMP.

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #36 on: 2009-08-26 20:38:54 »
just downloaded the new version, but whenever i load a TEX file into it the viewer changes size, but remains empty(gray).

SwornEnemy

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Re: Image2Tex - 24bits textures for FF7
« Reply #37 on: 2009-08-28 09:01:43 »
Rainbow jesus begs to differ



hahahahaha, thats to funny,,, i want jesus in my party,

Kudistos Megistos

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Re: Image2Tex - 24bits textures for FF7
« Reply #38 on: 2009-08-28 16:48:25 »
Who wouldn't? He comes with revive+final attack materia already equipped! :-D

Borde

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Re: Image2Tex - 24bits textures for FF7
« Reply #39 on: 2009-08-28 17:14:13 »
Thanks for the report pyrozen, I'll take a look tomorrow.

EDIT: Ahhh... the idiotic errors. Oh well, solved. Please, redownload.
« Last Edit: 2009-08-30 01:08:33 by Borde »

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #40 on: 2009-08-31 21:21:11 »
the new version works great! good job.

lee

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #41 on: 2009-09-16 22:39:22 »
just wanted to give you a little update. 

I've been using this since the latest release and havn't encountered any issues.  My only complaint is that when changing file types with the dropdown menu, you still have to manually enter the extensions before saving. Also, PNGs still appear as a valid file type when opening even though they aren't supported. Small annoyances at best, the program works great otherwise!

lee

Borde

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Re: Image2Tex - 24bits textures for FF7
« Reply #42 on: 2009-09-17 11:40:51 »
You're right pyrozen. I should do something with that.

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #43 on: 2009-10-19 21:39:50 »
So i was importing a tex file for a battle scene and when i import it the black still shows up instead of being transparent. Does the Color 0 = transparent function not work properly? Or did i do something wrong?

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #44 on: 2009-10-19 21:50:04 »
i have also noticed this. I used this to create the start screen i sent you, and it appeared all black in Image2Tex, even though it displays properly in game. One wierd thing is that it displays the transparency of stock TEX files, but ignores it in the ones i create. Maybe something to do with the image headers it creates?

Either way, as long as the first color in your indexed palette is the color you want to be transparent, you can ignore the way Image2Tex displays it. You also must save your image as a BMP(or at least i do) in your editor.

lee

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #45 on: 2009-10-19 22:06:03 »
Indexed pallettes are the work of the devil. 24 bit is where its at

pyrozen

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Re: Image2Tex - 24bits textures for FF7
« Reply #46 on: 2009-10-19 22:19:22 »
i agree, thankfully i got pleanty of experience with them back in my quake days :D 

Can you do transparency @ 24bits with Image2Tex? 
I briefly tried, but i knew the language of the old world so i just spoke in tounges and it worked ;)

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #47 on: 2009-10-19 22:21:14 »
i agree, thankfully i got pleanty of experience with them back in my quake days :D 

Can you do transparency @ 24bits with Image2Tex? 
I briefly tried, but i knew the language of the old world so i just spoke in tounges and it worked ;)

I dont know. Which is why i posted here :P

Costa07

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Re: Image2Tex - 24bits textures for FF7
« Reply #48 on: 2009-10-19 23:58:09 »
Have you checked to make sure all the black is 0 for all three colors RGB instead of R=0 G=0 B=1 it needs to be R=0 G=0 B=0. Just a suggestion to why it ain't transparent cause it worked for me.

sl1982

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Re: Image2Tex - 24bits textures for FF7
« Reply #49 on: 2009-10-20 00:00:08 »
Have you checked to make sure all the black is 0 for all three colors RGB instead of R=0 G=0 B=1 it needs to be R=0 G=0 B=0. Just a suggestion to why it ain't transparent cause it worked for me.

The thought did cross my mind. Havnt bothered to check it yet. Maybe i should do that now.

edit: yup that was it