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Found 5 results

  1. ebmar

    TPC for Lightmaps?

    Just a simple information to share to save ones from getting burnt-out, lol. Why we don't want to use TPC format for lightmaps? It broke the maps When put into a module/MOD file, it crashes your game upon reloading and/or exiting the game Stick only with the TGA for that one...
  2. ndix UR

    tga2tpc

    Version 1.5.1

    256 downloads

    tga2tpc ============================================================ Author: ndix UR Release: August 2018 Version: 1.5.1 ============================================================ 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. ============================================================ 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 square and/or power of 2 sized textures is a good idea (sometimes required), 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. ============================================================ Features Create cubemaps Create animated textures DXT1/5 Compression available (requires 2^n texture size) Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed small versions of the texture, part of the TPC format) Control texture alpha blending setting Known Issues Cannot create uncompressed animated textures. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, etc. Progress bar doesn't update as often as you might want. Bicubic downsample is slow. I recommend only using it for final conversions, not testing. 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.
  3. 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.
  4. ndix UR

    TOOL:tga2tpc

    View File tga2tpc tga2tpc ============================================================ Author: ndix UR Release: August 2018 Version: 1.5.1 ============================================================ 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. ============================================================ 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 square and/or power of 2 sized textures is a good idea (sometimes required), 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. ============================================================ Features Create cubemaps Create animated textures DXT1/5 Compression available (requires 2^n texture size) Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed small versions of the texture, part of the TPC format) Control texture alpha blending setting Known Issues Cannot create uncompressed animated textures. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, etc. Progress bar doesn't update as often as you might want. Bicubic downsample is slow. I recommend only using it for final conversions, not testing. 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  
  5. The TPC texture format contains a floating point number in its header that we refer to as 'alpha blending'. It appears to be critical when used with DXT5 compression. This tutorial will try to help you use this feature properly. What is alpha blending? Alpha blending is not a direct 'opacity' or 'transparency' factor. It is only relevant for non-environment mapped textures that contain alpha-channel image-based transparency. For example, semi-transparent signage, mostly transparent windows, ghosts, etc. The best description I can give you for what alpha blending is: TLDR: alpha blending is not object opacity. It hides any mesh behind the textured object that has opacity less than tpc alpha blending number. Set it to 0.0 when using texture alpha channel as transparency. The meshes that will be hidden include any mesh that may be using alpha channel solely for environment mapping. Let's see how this plays out in practice with some visual aids. Each figure uses a TPC encoded version of the K1 Manaan Overhaul semi-transparent texture for the Sith Embassy signage. Transparency of the sign is right around 50%. Figure 1. TPC with alphaBlending set to 1.0 With alphaBlending set to 1.0 the only thing that shows through the sign is the skybox itself. This may be some kind of depth buffer test to make sure that something always blends through, which, in the 1.0 case, leaves just the most distant mesh, the skybox. Figure 2. TPC with alphaBlending set to 0.9 This seems to be the critical shot. With alphaBlending set to 0.9, lma_wall11 is showing, while lma_wall09 is hidden. lma_wall11 is 100% opaque, 0% transparent. lma_wall09 is 85% opaque, 15% transparent. So because lma_wall11 opacity > alphaBlending, it is shown, while, for lma_wall09, opacity < alphaBlending, so it is hidden. Figure 3. TPC with alphaBlending set to 0.5 In figure 3 we can see that both lma_wall09 and lma_wall11 are showing because their opacities are both greater than 50%. Figure 4. TPC with alphaBlending set to 0.0 This looks exactly the same as figure 3. Wait, isn't that weird though? Why can't we see the other sign through the first sign? It's opacity is 50%, which is greater than 0.0... Figure 5. TPC with alphaBlending set to 0.5, reverse viewing angle Just by looking through the sign in the opposite direction, the signs in the background now are blended through. This is showing a couple things. First, it seems that alphaBlending doesn't actually control instances where the same texture is behind itself. Instead, it appears that there is some kind of directionality at play. I haven't figured out what determines the direction of blending. I investigated whether it was the faces that appear earlier or later, but that didn't necessarily seem true. Using alpha blending The game's vanilla textures use all kinds of different values from 0.0 - 1.0 here. I do not fully understand why or how they have come up with a lot of their alpha blending values. In my testing, it seems like if you have a semi-transparent object, you set this to a low value, 0.0 or 0.1, and if you have a non-transparent object, you set this to 1.0. The important thing is that you do not think of alpha blending as the transparency or opacity of the object itself. If anyone comes up with better guidelines for setting this value through scientific testing, I will be happy to update this post to reflect the improved guidance.