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Topic: SS1 hires objects mod needs a fix Read 2599 times  

673f41e6850bavoodoo47

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@dertseha, it seems like the old hires objects mod will need a bit of work to run with the source port - created the archive with the conversion tool that's included, but it seems like either the archive is not getting created right, or the picture format is incorrect. any chance you could check what needs to be done?
Acknowledged by: dertseha

673f41e685454dertseha

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Welp, I see a pattern emerging :)
Whenever there's a mess with bitmaps, then their compression flag is probably wrong.

Thank you for noticing this, because I have the same problem with HackEd. These textures/materials can also be imported via HackEd - and in its current version, I get the same garbled mess ingame.

These bitmaps should not be compressed bitmaps, their type needs to be 0x02 (Flat, 8bit) - not 0x04 (Compressed, 8bit). Similar to the bitmap-reader for textures, the corresponding reader in the engine doesn't seem to honor the type flag in the bitmap header.
So, for the tool, the function importbmp() should not try to write a compressed bitmap, but rather a flat storage of pixels.

(The more universal fix would be for the engine to properly consider the bitmap type, though I doubt that this would be added for all cases anytime soon...)

I'll now go through the current cases of HackEd and extend it to set the compress/flat format type where necessary.


on a side-note: should I have received an email by using my handle in a post? Because I stumbled over this only by accident...

673f41e68559evoodoo47

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yeah, that should have sent out a notification, looks like something went wrong.

anyway, I'm not going to pretend I understood all of the texture stuff, but the gist of it is that HackEd needs to be updated to import them properly? no conversion needed for the bmps?

673f41e6856f6dertseha

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The bitmaps themselves don't need change, no.

If you wanted to keep this tool that comes with the package, then it needs changes in the function I mentioned (and recompilation).
If you wanted to use HackEd to import these images, then you'll need to first convert them to .png files (HackEd can only read .gif and .png) and then manually import each of them one by one manually.

I see two separate, viable short-term solutions:
* fix the importer that is part of the package & recompile
* make a manual effort (once) to import all these materials into a new mod with the newest version of HackEd, and provide a .as file, packaged up as a proper mod for the SourcePort

673f41e685853voodoo47

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I'd go for the latter, but no time to try to find my HackEd legs right now - I can provide the bmps converted into pngs though.

the AS file already exists, so that's not a problem as long as a proper res file gets created.
[newBMPs.7z expired]

673f41e68596dvoodoo47

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first, lets see whether the notifications work ok - @dertseha, @voodoo47

second, any progress on this?

673f41e685a7cdertseha

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I did receive an email, but rather because I'm now subscribed to this post :/

Apart from that, texture import has been fixed in HackEd since v1.1.4 about a month ago.

673f41e685b53voodoo47

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ok, so I just need to put things together - well that will have to wait a bit. thanks.
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