Mdp11 Posted September 24, 2015 Posted September 24, 2015 Hello everyone, I'm new here so don't be too hard on me if I ask stupid questions My first problem is installi texture mods. I read that I can either just place the extracted files in the override folder, or I have to use XNView otherwise the textures will be flipped. How do I know which method to use? Or maybe I could just install all textures with XNView? Thanks for your attention! Quote
high5 Posted September 24, 2015 Posted September 24, 2015 It should tell you in the files description and/or in the readme, if not just place in the override folder. as far as i know its only Jorak Uln's texture packs that require this. I wouldn't use the program for other textures as it seems to flip over how textures are read, so they will display back to front. Quote
Kexikus Posted September 24, 2015 Posted September 24, 2015 Most textures are simply placed into the Override folder and only some exceptions require the use of XnView. I know only of Jorak Ulns texture packs and Xediis older packs. But in general, read the readme / description and do whatever it says and if there's no readme just copy them to the Override and everything should be fine. Quote
Salk Posted March 9, 2016 Posted March 9, 2016 I have downloaded Circa's Higher Quality Bastila and I noticed the two .tga texture files are both flipped. Should they both go to the Override the way they are anyway? Quote
DarthParametric Posted March 9, 2016 Posted March 9, 2016 Yes, both the face and clothes textures appear to be flipped vertically. They'll need to be flipped back to work properly. I'm not sure why this happens. An artefact of whatever tools they are using I guess. I know Jorak at least uses Gimp, could be related to that perhaps. Quote
Salk Posted March 9, 2016 Posted March 9, 2016 Is there an easy way to fix that? Nevermind, I noticed XnView does it easily... Another question is: does the image display correctly for the original author(s) instead? Because it seems strange to think they do not notice this kind of issue. Quote
Sith Holocron Posted March 9, 2016 Posted March 9, 2016 I have PM'd Circa and linked to your post so he can answer the question directly. Quote
DarthParametric Posted March 9, 2016 Posted March 9, 2016 So it looks like it's the format they are saved in. Those are Type 10 (run-length encoded true-color image), whereas in Photoshop you'd save those out as Type 2 (uncompressed true-color image). It seems like they actually do show up the right way in-game though if kept as Type 10. According to the specification there is a field for specifying the X and Y origin, thus determining which way is up, so I imagine that Gimp or whatever is spitting these out just flips it upside down for some reason. Odd though that PS doesn't seem to detect that and display it the right way. So long story short, they appear to actually be OK as-is for game use, but you may have to flip them if you are modifying them for your own use. 1 Quote
Salk Posted March 9, 2016 Posted March 9, 2016 Thanks for the detailed explanation. I have no intention to modify the texture itself but just to be on the safe side, I flipped them. Quote
DarthParametric Posted March 9, 2016 Posted March 9, 2016 I'm still scratching my head over it. From what I can see, bytes 9 to 12 of a TGA header should contain the X and Y co-ords which determine which corner to use as the origin, but both Circa's original files and ones exported from PS just have zero values for those bytes. Maybe there is something else somewhere in the file that tells the game - or more probably the video card - to flip the texture the right way. Quote
Salk Posted March 9, 2016 Posted March 9, 2016 What would happen if the game does not flip the texture the way it is supposed to be?I am completely ignorant about how textures, models and everything that has to do with graphic works so please forgive the probably dumb question. Quote
DarthParametric Posted March 9, 2016 Posted March 9, 2016 What would happen if the game does not flip the texture the way it is supposed to be? Horrors beyond human comprehension. 3 Quote
Sith Holocron Posted March 9, 2016 Posted March 9, 2016 Horror Horrors beyond human comprehension. ::slow clap:: And I know horror. Trust me . . . I'm a Sith Holocron! Quote
Salk Posted March 9, 2016 Posted March 9, 2016 She does look considerably less charming... Thanks for a good laugh on top of everything else, DarthParametric. Quote
DarthParametric Posted March 9, 2016 Posted March 9, 2016 Interestingly, if you convert them to Bioware's DDS format things take a decidedly psychedelic turn: Gimp (?) is certainly doing something non-standard. Quote
Circa Posted March 10, 2016 Posted March 10, 2016 I flipped them to avoid the above result. I wasn't sure why it was the case but I had recalled other mods that had flipped textures and that seemed to be the fix in this case. Should work fine out of the box, but if you edit them you may need to flip depending on the format, as explained above. Quote
LiliArch Posted March 14, 2016 Posted March 14, 2016 Interestingly, if you convert them to Bioware's DDS format things take a decidedly psychedelic turn:Converting textures to Bioware DDS seem to do that on completely radomly chosen textures, or at least seemingly randomly. I can't relly track why it's so. Quote
DarthParametric Posted March 14, 2016 Posted March 14, 2016 I've never had it happen to any files I have converted. Based on hex comparisons, Gimp does something non-standard with its TGA exports that not everything likes. Quote
LiliArch Posted March 14, 2016 Posted March 14, 2016 I don't know about Gimp, I've put all of the textures through Corel Photo-Paint and saved them with perfectly same settings, and after converting them to DDS, some randomly-picked ones have exactly that issue, while others do not. It is quite weird, and the only thing I can do to not have that happen, is use that specific texture as tga, not dds. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.