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Found 9 results

  1. ndix UR

    tpcview

    Version 1.0.1

    1,256 downloads

    View and export Odyssey Engine proprietary texture formats. A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants. Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool. The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened. The application is cross-platform, available for macOS and Windows. The app is written in javascript, built on Electron using three.js. ============================================================ How do I set it up? Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe Mac: unzip the package, move tpcview.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files. ============================================================ How do I use it? Viewing Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary. Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window. Double click the background of the window to clear all loaded images. Exporting Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again. Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING. When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information. When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default). ============================================================ Features View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons
  2. View File tga2tpc tga2tpc Author: ndix UR Release: Sep 2020 Version: 4.0.0 Convert TGA images to TPC format for use in KotOR and TSL. TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5. Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle. For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color. The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc The app is written in javascript, built on Electron using three.js, jquery, bootstrap. It includes a ported version of the AMD/GPUOpen Compressonator image compression library. ============================================================ How do I set it up? Windows: unzip the package, run tga2tpc.exe Mac: unzip the package, move tga2tpc.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. ============================================================ How do I use it? Drag files in and hit start. There shouldn't be much more to it than that. Using power-of-2 sized textures is always required for optimal quality, TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly. Compressor settings: Super Fast - the lowest quality setting, uses the pre-4.0.0 image compressor that includes the 'compression failure' error for long conversion queues Fast - Bare bones setting Normal - Runs two profiles and selects the best result, adaptive color weighting Slow - Deeper refinement of the color palette for each 4x4 pixel block Ultra - 3D refinement of the color palette for each 4x4 pixel block How Automatic encoding mode selects encoding for each texture in the queue: 24bpp TGA = DXT1 32bpp TGA = DXT5 8bpp TGA = 8bpp uncompressed isbumpmap1 or compresstexture 0 in TXI data = 24 or 32bpp uncompressed ============================================================ Features Create cubemaps Create animated textures Automatic compression selection based on trends from the vanilla game High quality DXT1/5 compression engine using custom ported version of AMD/GPUOpen Compressonator Multi-core image compression on systems with 4 or more cores Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed lower detail versions of the texture, part of the TPC format) Control texture alpha blending setting (part of TPC format), can be loaded from TXI file comments of the form: "# alphablending 0.67" Known Issues Cannot create uncompressed animated textures. Super Fast compressor has a memory leak issue, leading to errors for long conversion queues Using 4:1 and wider size ratios for individual frames of animated textures seem to crash the game. 2:1 is fine, 1:4 is fine, etc. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, tpcview, etc. Progress bar doesn't update as often as you might want. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================ Thanks DarthParametric for inciting the creation of this tool, and doing the testing. DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein. bead-v for moral support. Submitter ndix UR Submitted 10/08/2017 Category Modding Tools  
  3. ndix UR

    tga2tpc

    Version 4.0.0

    1,333 downloads

    tga2tpc Author: ndix UR Release: Sep 2020 Version: 4.0.0 Convert TGA images to TPC format for use in KotOR and TSL. TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5. Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle. For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color. The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc The app is written in javascript, built on Electron using three.js, jquery, bootstrap. It includes a ported version of the AMD/GPUOpen Compressonator image compression library. ============================================================ How do I set it up? Windows: unzip the package, run tga2tpc.exe Mac: unzip the package, move tga2tpc.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. ============================================================ How do I use it? Drag files in and hit start. There shouldn't be much more to it than that. Using power-of-2 sized textures is always required for optimal quality, TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly. Compressor settings: Super Fast - the lowest quality setting, uses the pre-4.0.0 image compressor that includes the 'compression failure' error for long conversion queues Fast - Bare bones setting Normal - Runs two profiles and selects the best result, adaptive color weighting Slow - Deeper refinement of the color palette for each 4x4 pixel block Ultra - 3D refinement of the color palette for each 4x4 pixel block How Automatic encoding mode selects encoding for each texture in the queue: 24bpp TGA = DXT1 32bpp TGA = DXT5 8bpp TGA = 8bpp uncompressed isbumpmap1 or compresstexture 0 in TXI data = 24 or 32bpp uncompressed ============================================================ Features Create cubemaps Create animated textures Automatic compression selection based on trends from the vanilla game High quality DXT1/5 compression engine using custom ported version of AMD/GPUOpen Compressonator Multi-core image compression on systems with 4 or more cores Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed lower detail versions of the texture, part of the TPC format) Control texture alpha blending setting (part of TPC format), can be loaded from TXI file comments of the form: "# alphablending 0.67" Known Issues Cannot create uncompressed animated textures. Super Fast compressor has a memory leak issue, leading to errors for long conversion queues Using 4:1 and wider size ratios for individual frames of animated textures seem to crash the game. 2:1 is fine, 1:4 is fine, etc. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, tpcview, etc. Progress bar doesn't update as often as you might want. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================ Thanks DarthParametric for inciting the creation of this tool, and doing the testing. DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein. bead-v for moral support.
  4. View File tpcview View and export Odyssey Engine proprietary texture formats. A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants. Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool. The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened. The application is cross-platform, available for macOS and Windows. The app is written in javascript, built on Electron using three.js. ============================================================ How do I set it up? Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe Mac: unzip the package, move tpcview.app to /Applications, run it * This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version. The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files. ============================================================ How do I use it? Viewing Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary. Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window. Double click the background of the window to clear all loaded images. Exporting Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again. Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING. When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information. When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default). ============================================================ Features View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons Submitter ndix UR Submitted 01/30/2020 Category Modding Tools  
  5. Overview DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor. With that out of the way... why bother? Motivation I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA. What texture packs did I test/convert? To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: As a general rule, what kinds of textures will convert? Almost anything, except for: * Textures which are used as animations * Some textures which contain transparency (some work, some don't) * Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine) * Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two. What is needed to convert textures? Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed. Then simply convert the files using Bioware's dds convertor. Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead. How would I know if a given file doesn't work as DDS? Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!! Okay, so which files can be converted? The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game. And which files cannot be converted to DDS (must stay as TGA)? Can I make DDS packs of the above textures and supply them, save you some time? No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really. I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission. Anything else you should know? KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink). Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun! Closing arguments It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
  6. I've come across a .tga that is animated in a model (essentially increases and decreases in size to provide a glow-effect), though there is no associated .txi. Here's the file in question: This leads me to believe that the graphic is animated by the model, though the .tga looks like it's set up in frames. Is there a way I can check to see if this is the case in the model?
  7. I've noticed while extracting a good number of textures from the KOTOR 1 game files that the ones that are mostly black have no alpha on them(such as the ones with stars). Does the game have a special way of handling textures that makes them transparent with this or is this an issue with all of the tpc to tga converters for the game? If anybody has an explanation of this that would be great, i cant seem to find a way to easily and quickly remove the black from the images.
  8. To our fine moderators: Just an open ended question... I have installed some area re-textures and have had some transparency issues. After taking a closer look, I realized that all of the textures w/ Alpha channels have no designated .TXI file that goes with them. Now, I've manually created txi's every time I realize that this is happening, which is a shotgun "fix" in that now the walls/doors/shiny stuff is no longer transparent. This raises a couple of notes: 1. To create the txi's, I basically just saved a bunch of text files as .txi's w/ CM_Baremetal. Not the most beautiful fix, but it "worked". 2. I really want to use the cubemap that the modder had intended to use initially as CM_baremetal is WAY too general and probably inappropriate to use with every texture. I have been unable to reach this modder via messaging on a couple of different mod sites. 3. If this IS a "fix", what are the rules against releasing "fixes" or download-packs to address this for other modders' work? - for example, if I have a folder full of txi's that I want to release for people to use (assuming I'm not the only one with this issue), and am unable to contact the original modder, am I allowed to release something like this? Excuse me if my post is not clear, I can go into all kinds of details if anybody has specific questions. And NO, this is NOT regarding the newer area re-textures released within the last 6 months, so Deadly Stream modders need not worry at this time. :-) Thanks for taking the time! LOVE this site!!!
  9. I've been doing some random retexturing, mostly for myself as I get practice. First thing I've been doing is increase all textures to 1200 X 1200. Most re-works I've downloaded ended up being 512 X 512. So...what is the max resolution recommended? My 1200 X 1200 PC looks pretty awesome... Just wondering if it causes issues moving forward...