OPEN BETA - NEVER! Hahahahahahahaahaha..ha
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loony636
UNATCO
Joined: Thu Sep 13, 2007 11:07 am Posts: 114
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Well, although I know nothing about Deus Ex modding, another quick Google search turned up these tutorials:
http://tack.planetdeusex.gamespy.com/Ho ... tures.html
http://tack.planetdeusex.gamespy.com/Ho ... tures.html
The key line being:
The obvious advantage to doing Method 2 would be that you can do a bulk package, rather than Method 1 which looks like its texture by texture.
Hopefully that helps you somewhat.
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| Sun Aug 03, 2008 1:38 am |
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DaveW
New Vision
Joined: Sat Nov 19, 2005 10:03 am Posts: 2347
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Oh, importing them into standard packages is fine. But using that method requires the use of .PCX files, which the compiler (which we have to use to get the textures to compress right) is ignoring.
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| Sun Aug 03, 2008 4:18 am |
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loony636
UNATCO
Joined: Thu Sep 13, 2007 11:07 am Posts: 114
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Oh I see. So you can't compile them without the other compiler, which they aren't letting you having. Couldn't you send them the files for them to compile? That way, they could check to see if you were trying to do anything bad.
And another question that I've been meaning to ask: How did you manage to take screenshots of the new textures? Did you use a different method?
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| Sun Aug 03, 2008 6:09 am |
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Mr_Cyberpunk
Illuminati
Joined: Tue Oct 18, 2005 3:57 am Posts: 3434 Location: Adelaide, South Australia
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I think Dave manually inserted the textures into an existing UTX, not sure how he did it though since opening the editor and trying to import them usually crashes it. This is why he's able to screen capture the textures but not entire levels. Once he gets the info he needs you'll see fully HD levels
The way Dave is trying to do it is an automatic compilation because there are just way too many textures to import manually.
What Dave's having trouble with is getting an automated compiler that will do it all for him and the guy he's been in contact with apparently knows but hasn't responded.
Correct me if I'm wrong.
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| Sun Aug 03, 2008 11:05 am |
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DaveW
New Vision
Joined: Sat Nov 19, 2005 10:03 am Posts: 2347
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*Corrects*
Well, you're kind of right. I import them through UnrealEd and have to adjust the drawscale. This has several drawbacks:
1.I have to go into the properties of each texture. Deus Ex has 2200. That's a lot of manual work.
2.It only supports 8-bit (256 pallete) textures. Although, with the compression we hope to use (DXT1) those probably look better anyway.
3.With these packages, using the merge method, you can turn the high-resolution textures on and off with a .INI command. And they work fine in UnrealEd (some textures using the current method appear skewed across surfaces meaning you can't align them properly).
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| Sun Aug 03, 2008 7:53 pm |
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loony636
UNATCO
Joined: Thu Sep 13, 2007 11:07 am Posts: 114
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I'm sorry for sounding so...impertinent (for want of a better word), but what type of compression do you have to use? Couldn't you just package them using a different type of compression?
Anyway, I hope you find a solution soon!
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| Tue Aug 05, 2008 1:30 pm |
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DaveW
New Vision
Joined: Sat Nov 19, 2005 10:03 am Posts: 2347
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S3TC - or DXT, what modern games (and Unreal Engine 2 uses). The advantage is how it handles compression, as in, it's pre-compressed rather then the GPU having to compress it meaning that more textures can be on screen without slowing down the game. And the packages are around 70% the size doing it using standard Unreal P8 compression.
Plus it won't crash the editor and can be turned on and off.
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| Tue Aug 05, 2008 1:44 pm |
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eternalightwithin
NSF
Joined: Wed May 30, 2007 2:10 pm Posts: 86
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ETlight pokes DaveW with a shar... smooth stick 
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| Tue Aug 12, 2008 2:31 pm |
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m3rc1l3ss
Silhouette
Joined: Thu Jul 10, 2008 6:06 am Posts: 592
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Lol etlight
question would it be better to just keep working on the textures and handling the issue later than trying to build a mini-mod now?
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| Tue Aug 12, 2008 11:57 pm |
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DaveW
New Vision
Joined: Sat Nov 19, 2005 10:03 am Posts: 2347
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Of course, that's what I'm doing  Although I've been messing around with a potential standalone game I'm going to be making for the past few days. Back to work properly soon...honest.
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| Wed Aug 13, 2008 12:13 am |
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DanielH93
Mole Person
Joined: Mon Aug 04, 2008 4:23 pm Posts: 5
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Is it me, or is this the only thread not locked?
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| Wed Aug 13, 2008 3:49 pm |
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eternalightwithin
NSF
Joined: Wed May 30, 2007 2:10 pm Posts: 86
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It's you.
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| Wed Aug 13, 2008 3:55 pm |
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DaveW
New Vision
Joined: Sat Nov 19, 2005 10:03 am Posts: 2347
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Definitely you.
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| Wed Aug 13, 2008 11:01 pm |
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Salk
UNATCO
Joined: Mon Jan 07, 2008 6:24 am Posts: 189 Location: Sweden
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It's the same thing for me so at least you are not alone.
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| Fri Aug 15, 2008 11:13 am |
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fox
X-51
Joined: Thu Mar 15, 2007 1:57 am Posts: 928
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Same here.
_________________ ´°oO http://neonoir.wordpress.com/ Oo°´
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| Fri Aug 15, 2008 12:57 pm |
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