I can help with the color information in textures... Are you having trouble reading the pixels from the game textures, or writing them to TGA?
I imagine the game uses different formats as a trade-off between texture quality and speed. Textures that are going to be used to cover a large area need to be as detailed as possible; while others can be compressed.
The format to use is determined by the *.option files. Your program could probably generate those *.option files as well, in order to keep it consistent when the texture goes back in the game.
Discussion on SWBF2 Textures and Models (FAQ)
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- Nimlot
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First, exactly, I was planning on also exporting the .option files with each of the formats it needs to be remunged into.
And for my problem, lol, well, as I was writing this response I remembered an idea I had earlier today. I just tried it, and yes, that fixes the problem.
Basically, lets use format 23 for example. It only had 5, 6, 5 bits of data for RGB, or 31, 63, 31 possible values. I realized this was leaving out much of the possible 0-255 values, so I multiplied each value by 255/31(or 63), and now it works great. I'll post an update later after I try more formats.
And for my problem, lol, well, as I was writing this response I remembered an idea I had earlier today. I just tried it, and yes, that fixes the problem.
Basically, lets use format 23 for example. It only had 5, 6, 5 bits of data for RGB, or 31, 63, 31 possible values. I realized this was leaving out much of the possible 0-255 values, so I multiplied each value by 255/31(or 63), and now it works great. I'll post an update later after I try more formats.
- Nimlot
- Jedi Admin
- Posts: 103
- Joined: Wed Oct 20, 2004 9:35 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact: