[PC] Field background editor - Palmer (0.8b)

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Oh my...  this sounds wonderful.  I can't wait to see what you guys do with the world map
 
If you're using version 0.7 of the driver you can do the same thing I do for Palmer with the .png textures. Simply place EXT<null-terminated name goes here> as the very first bytes of the image data, and the driver will load textures/<name><_ palette, if any>.png instead. This will not be the same as replacing the texture directly because the game does not know the size of the new texture, it'll think you're using the original texture. (And thus won't try to cut it up)
forgive me, but i don't understand what or where to place EXT <null-terminted name goes here>.  I've placed my PNG file in the textures directory, but it didn't load when i started the game(obviously i didn't expect it too).  I created a text with "EXT fld.tex" in the firstline, saved it as fld.tex, and inserted it into world_us.lgp, and that didn't work either (also didn't expect it to).  Where and how exactly do i insert the EXT code to call up my new texture?  Can i simply open the default fld.tex in notepad and insert the line there?

lee
 
You have to use a hex editor, and it has to go in the actual *image data*, after the header and palette(s).
 
after comparing a of different tex files, i have found out how to determine the header, palette, and actual image within the hex code.  I still cannot figure out how to call my image though.  What exactly am i supposed to insert in between the palette and the image?  My texture name is fld.tex, so should i insert EXT fld.tex, EXT fld, or what?  I've tried a million combinations and nothing seems to be working once i repack my modified .tex file, it still show the original texture.

I've been overwriting the first bits of the image, then adding "00" at the end of EXT fld, but no dice, still shows the stock texture.  I'm very computer literate, but i've never screwed around with hex or programming other than VB, which hardly counts.

lee
 
Well, first of all, don't add anything, just replace the first few bytes.
You can insert any name you like, this will only be used to find the .png when it's loaded.
Make sure there's no space after EXT.
If it can't find the .png, you'll get a message in app.log telling you what it was looking for.
 
hmmm, i can't seem to figure out what i'm doing wrong.
My custom texture "fld.png" is located in /textures
The original "fld.tex" has been modified with "EXTfld" inserted into the first 6 bytes of image info(after the long string of "00s"), thus highwind cannot "read" it anymore(kinda confirms the modded version is inserted into the LPG) (does EXTfld need to be terminated with "00"?)
My app.log doesn't appear to say anything about searching for my texture, everything appears normally in the log and ingame.

I know it's the correct grass texture since i initally deleted it to be sure it was a used texture(which caused it to render transparently ingame)
Is there anyway you could upload an example of fld.tex so i can see exactly where you are inserting "EXTfld"? Maybe delete the bottom half of the file just for copyright reasons(i know the admins are very cautious of such things).  I'm just banging my head against the wall trying to figure this out so i can get working on the world map(and possibly battle scene textures as well).

lee
 
Err, if you can't read the .tex afterwards you must have messed up the header (or something else). Modifying the image data will just put some odd pixels in the upper left corner.
 
initally i was getting a few odd pixels in the upperleft hand corner of the image, then it moved to the bottom right, and now they seem to be gone :?  Obviously i'm in over my head on this one :-D

lee
 
OKay, did some research, if it replace the first 6 bytes of the image with "00s", i get the line in the top left corner and highwind can still view the image.  However, if i replace the first 6 bytes with "EXTfld" highwind will crash and not let me view the image.  If i run the game with the image that crashes Highwind, the default texture still loads and the app.log doesn't display any error messages. 

I think an example would be worth a thousand words, and could kick-off other people modding the world map as well.  The doors that your custom driver has opened are endless!

lee
 
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Hmm, turns out it doesn't warn you if there's only one palette. (A misfeature I implemented to make it shut up when loading textures without knowing which palettes will be used)
You have to name your file fld_00.png for it to load though, since fld.tex is paletted.
 
bah, after a week of frustration i cannot get this to work at all.  I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.
 
but the primary goal is to be able to replace existing backgrounds with higher-quality versions.
As I said in your other topic, onOne's Genuine Fractals is the perfect tool for upscaling the existing textures while retaining quality.

I'm really anxious to see how it would look too.

EDIT: nvm... I somehow missed 10 pages of this topic...
 
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bah, after a week of frustration i cannot get this to work at all.  I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.
Check this thread out   If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
 
bah, after a week of frustration i cannot get this to work at all.  I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.
Check this thread out   If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
And if we can do that, will we eventually be able to have the world map look like this?
 
bah, after a week of frustration i cannot get this to work at all.  I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.
Check this thread out   If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
Unfortunatly, the world map textures cannot simply be scaled up and put back into the LGP files.  They do not tile correctly, and are very blurry and look horrid. PNG injection seems like the best/only method for replacing these textures ATM, but i cannot get it to work what so ever.  Here's what i did:
Extract fld.tex as a PNG, convert to greyscale(for testing purposes so i know it's "my" texture)
Reinsert the PNG with highwind, and re-extract the greyscale fld.tex that was just created.
Open fld.tex and insert "EXTgrass" in the first 6 bytes of image data(these bytes have been verified as well)
Re-insert the greyscale, EXT-modded fld.tex back into the LGP
Save the high-res grass in /textures as "grass_00.png"
start game, the ground is the greyscale version found in the LGP, not my high-res version

Also i have a question, if the plugin simply needs to find a EXT reference somewhere in the image data of a .tex file, couldn't the rest of the image data simply be erased after the EXT, since it will load the high-res version anyway(once it was working anyhow).

lee
 
Error reporting is not what it should be in 0.7 but this works, I just replaced fld.tex myself with some random png.

Make sure it's a 32- or 24-bit png, no other formats are supported.
 
bah, after a week of frustration i cannot get this to work at all.  I don't know wth i'm doing wrong, but it's not loading my PNG, and it's not altering the default texture either.
Check this thread out   If the text can be enhanced, it shouldn't be THAT much different to substitute a new world map texture in.
And if we can do that, will we eventually be able to have the world map look like this?
^ *wants this*
 
Error reporting is not what it should be in 0.7 but this works, I just replaced fld.tex myself with some random png.

Make sure it's a 32- or 24-bit png, no other formats are supported.
can you PM me a copy of the fld.tex you used to do this?  I discovered i was using 8-bit PNGs to replace the ones ingame, but even after upping the bitrate they still aren't appearing.
 
Hi, Aali.

Is it possible to build backgrounds that are not dependant on your OpenGL driver?

Actually, I do love your driver but somehow a Robotek Mini 10v netbook doesn't like anything OpenGL at all. And, I'm not into making Hi-Res backgrounds too. At least not for a netbook...

Thanks in advance.
 
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