6636a58ea745f

6636a58ea791a
1 Guest is here.
 

Topic: SS1 hires objects mod needs a fix Read 1085 times  

6636a58ea7e6avoodoo47

6636a58ea7ed2
@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

6636a58ea8235dertseha

6636a58ea82a7
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...

6636a58ea838fvoodoo47

6636a58ea83df
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?

6636a58ea850edertseha

6636a58ea856e
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

6636a58ea8639voodoo47

6636a58ea8684
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]

6636a58ea876avoodoo47

6636a58ea87b5
first, lets see whether the notifications work ok - @dertseha, @voodoo47

second, any progress on this?

6636a58ea888fdertseha

6636a58ea88dc
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.

6636a58ea89dfvoodoo47

6636a58ea8a2c
ok, so I just need to put things together - well that will have to wait a bit. thanks.
1 Guest is here.
As refreshingly optimistic as her view of technology is, she also speaks longingly of the time before screens, when people drew pictures and played instruments as a part of daily life.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6636a58ea9b25