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Member Since 11 Jun 2017
Offline Last Active Mar 22 2018 01:01 PM

Posts I've Made

In Topic: [TOOL] KotOR Stuff

19 December 2017 - 01:29 PM

Wow, that is weird - what a terrible waste of texture memory. I assume that these textures are generated by some form of ray tracing. Makes it really tricky to make light map mods though. :-(


Thanks for checking it out. Perhaps this is the cause of some other textures looking weird too - they might also be generated by some tool that doesn't care about memory efficiency.

In Topic: [TOOL] KotOR Stuff

19 December 2017 - 12:05 PM

It is Christmas time again and my holiday has started.


I decided to look into some of the TPC variations that my little tpc tool still can't read. Lightmaps are weird. Has anyone examined/used those?


These images appear to break the rules. The number of pixels in the data matches the width and height specified in the header, but the actual image content does not. Instead it appears to be split up in 10 rows and 10 columns of square blocks padded by black pixels on the right and bottom.


Converting 3dgui_a00001.tpc with my tool (as well as any other tool I am aware of) shows a number of 5x5 squares in the top left corner of the converted image. (See attached 3dgui_a00001.png) I can manually assemble these squares into something that looks more like the desired end-result. (See 3dgui_a00001-assembled.png)


Doing something similar with PLCaa_a00005.tpc again yields a much more sensible light map. Here the squares are 17x17 pixels and the order of the assembly is reversed - columns become rows.


I can see nothing in the header or the TXI that would help the tool to assemble these images correctly.


Can anyone shed some light on this? (Pun intended)


P.S. The scale of the thumbnails are misleading, the size of the assembled images are 50x50 and 170x170 respectively.

In Topic: [TOOL] KotOR Stuff

10 August 2017 - 01:17 PM

I am pretty sure that you could use imagemagick for making a script that does the same thing as that workaround. Inagemagick works well in Cygwin under Windows or in Linux/OS X.

In Topic: [TOOL] KotOR Stuff

10 August 2017 - 11:21 AM

That is what I thought too.

In Topic: [TOOL] KotOR Stuff

10 August 2017 - 11:07 AM

As far as cubemaps are concerned, the TXI uses the Alpha layer of the texture to determine what is shiny and what is not. Without an Alpha layer, the texture with a cubemap applied to it either by the TXI or Appearance.2da will apply it to the entire object.
As far as what the TXI functions are, I only know of very few. There is, however, a topic on this forum devoted to listing them all that may be of some assistance.

It would surprise me if the presence of the "cube map" TXI-attribute implies that the alpha is a "shininess" map. I am pretty sure that I have seen specific attributes for that and, until now, I didn't know what they did. I will examine this when I get back to my computer.

I would appreciate a link to that forum thread. I tried to search for it but it is difficult on the phone.