#4559581 - 03/12/21 11:41 AM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Montagnac, L'Herault, France
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Roy there is no need for you to make comments that do not help the person with the problem. It is a waste of space. I have just checked the texture mapping, and in 160 the "V.tpc" is mapped to the "VTR.tpc". I think that this is the case in 1.28e too. You may need a "VTR.tpc" that is 512*512. I have just checked the 1.28e source code with the hard coded mapping: { "pp38hv.tpc", "pp38hvtr.tpc",1} { "pp38hy.tpc", "pp38hytr.tpc",1} This was just for the p38h but the other slots are the same. I note also that the "y.tpc" has a mapping to the "ytr.tpc" If the TPC file is 512x512 then the corresponding transparency must be 512x512 too
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4559587 - 03/12/21 01:09 PM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Roy there is no need for you to make comments that do not help the person with the problem. It is a waste of space. I have just checked the texture mapping, and in 160 the "V.tpc" is mapped to the "VTR.tpc". I think that this is the case in 1.28e too.You may need a "VTR.tpc" that is 512*512.. I was curious about the relationship between the tra files and the BMP/TPC set so I opened the files in the ETO Mosquito 6 305 SQ(multi) set. It is one of the few unmolested graphic sets in the inventory. Most other sets don't use BMP's except for nose art because many of the original BMP sets I've appropriated had problems in EAW, mainly showing up as a totally black skin or the "pic wrong res" error, so I converted them back to the PCX/TPC format. Personally, I find there's very little difference in detail for the skins except for things that can use the extra detail, such as the aforementioned nose art. And let's face it, while playing the game who's noticing whether the walk up to the cockpit has footprints or not? The cockpits are a different matter considering all the time a player spends there vs a quick walk around before take off admiring his mount. So, setting up BMP cockpits along with improved gauges and moving bits seems a very worthwhile effort. Anyhow, what I found was the BMP files in this set are 256 x 256 and 16 million colors deep but the transparency files are 256 x256 but only 256 colors deep and the accompanying TPC file is also 256 x 256 and 256 color depth, but there are no textures in the file, it is a blank pallet. So I conjecture that you can build a 256 x 256 BMP mapped V.3dz but use an existing VTR.tpc and then see what happens when you increase the BMP to 512 x 512. BTW, the V has always been mapped to the VTR going back the the original.
Heck, even paranoids have enemies.
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#4559591 - 03/12/21 02:05 PM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
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Illinois, USA
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Yay ! Mr. Jelly wins he contest! I forgot about the relationship of the tra files. Roy, thanks for your comments, but 512x512 DOES work in D3D for 1.28e, I helped bring it about. Also, the tpc does not need to be blank, in fact the one I am using for the gauges, the Xtpc, is the default Spit 1 gauges tpc. Works fine. The combo was wrong because the transparency file was the wrong size. All good, thanks for the comments everyone.
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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#4559595 - 03/12/21 02:27 PM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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Then how does the exec determine whether to display the BMP or the TPC? Simple: If there is a BMP it is used for the texture in preference to the TPC. If not the TPC is used for the texture The exe gets the size from the TPC- that's why it is needed, but it can be blank or otherwise. The BMP must be the same size as the TPC and it must be 24-bit.
Last edited by MrJelly; 03/12/21 02:32 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4559598 - 03/12/21 02:44 PM
Re: BMP PCX TPX issue
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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If there is a BMP it is used for the texture in preference to the TPC. If not the TPC is used for the texture The exe gets the size from the TPC- that's why it is needed, but it can be blank or otherwise. The BMP must be the same size as the TPC and it must be 24-bit. Ok, thanks. That must be why I experienced those "wrong res" errors when I used the aircraft I D/L'd from Talley-ho. I'm still not sure why anyone went to the trouble of making blank TPC's to include in the packages. Kinda threw me off.
Heck, even paranoids have enemies.
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#4559600 - 03/12/21 03:03 PM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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I'm still not sure why anyone went to the trouble of making blank TPC's to include in the packages If there is a BMP then the blank TPC of the same size can be used. That means a blank TPC can be copied, pasted and re-named, without new ones being made. Effectively you only need three, a 128x128, a 256x256 and a 512x512
Last edited by MrJelly; 03/12/21 03:05 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4559614 - 03/12/21 04:51 PM
Re: BMP PCX TPX issue
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
Senior Member
Joined: Oct 2003
Posts: 3,133
Illinois, USA
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I use Paint Shop Pro. I convert the tpc to pcx, open it in PSP, save it as a bmp. The default is 24 bit, 16 million colors, I guess, at least that is what mine is set to, don't recall changing it. By the way, I have made a pretty cool discovery this morning. I am now able to get very brightly lit lights for the sprites. If you open the cpt file, there is a 4 byte header. Then there are 3 palettes, 204 bytes each. The first is the day fade palette, then the night palette, then the lamp palette. The Cockpit Editor has these three palettes as separate files, and the three nationalities each have their own set. After dumping a sprite with WSDUMP, and opening it in PSP, I select the area I want to change the color of, and then open the palette, selcet the area in the raw image with the eye dropper. This highlights the spot in the raw palette (which is grey scale), and I take note of it's position. I open the X.bmp, and choose to EDIT the palette. I look at the same position noted earlier, and jot down the three bytes showing me the color in hex. Then I click on that color in the palette with the eye dropper which brings up a option to change the color. I find a bright color I like, BUT DON'T CHANGE IT HERE. Jot down the color, in hex. Now go back to the cpt file, search for the color string you wrote down first, replace it with the color you wrote down second, and you should now see those colors in the cockpit ! Here is the Mossie on the runway, with one engine started as shown by the ignition light. The brakes are on, and the gear is down and locked: No where is the Mossie in flight, both engines running, gear up, and brakes off: (actually still have to sort out the brake light, it only uses a bit of the color needed) I am a happy man! Now to sort out the rest of the cockpit! Cheers, CJ
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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#4559645 - 03/12/21 08:07 PM
Re: BMP PCX TPX issue
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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If there is a BMP then the blank TPC of the same size can be used. That means a blank TPC can be copied, pasted and re-named, without new ones being made. Effectively you only need three, a 128x128, a 256x256 and a 512x512 Still wondering why anyone bothered to make blank TPC's for the 128 and 256 sizes. If I understand, all the skinners had to do was drop correct size BMP's in the folder with the existing TPC's and the exec would read them rather than the TPC's. The only extra work involved would be to make 512 sized TPC's from the existing ones. They wouldn't even need to look great, which is usually the case when you double the size of these textures, they'd just have to be the correct pixel count. Or am I still missing something?
Heck, even paranoids have enemies.
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