billel93380 / texmod

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Re4 TexMod pack doesn't work. Couldn't open file error. #53

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Start OTM, add game.exe, e.t.c as described.
2. Play Resident Evil 4.
3. Use EFF-TPL textures replacement pack 1.1 by Albert (works fine with 
original TexMod).
4. Try to update the game (update button in OpenTexMod).
5. Nothing happens (nothing changes). :(

What is the expected output?
Working HD textures in menus, e.t.c. :)

What do you see instead?
Nothing changing.

What version of the product are you using? On what operating system?
v0.9 r8 with Re 4 multilang european release. (Win7)
EFF-TPL textures replacement pack 1.1 by Albert texmod pack.

Please provide any additional information below.
Hi ROTA! Thanks for working on an open-source TexMod-like tool,
that's greatly appreciated, deep respects to you!
However, I couldn't make it work in the above-described situation.
I've tried all methods available: Packing dds's into a ZIP, with texmod.def in 
the root of the zip, using TexMod-created TPF file, even loading textures one 
after another in the main window.
The results were as such:
1) Zip file - no errors, seems to be updating the game (lags as if it loads 
textures after pressing "update"), but nothing changes in game, except that the 
buttons for selecting which texture to save start to actually work.
2) TPF file - no errors, seems to update the game, however, nothing changes. 
(Must also mention, that TPF didn't work in the original TexMod either, I used 
def's in logging mode instead to make the pack work.)
3) Individual textures - gives error "Couldn't open file" when trying to update 
the game. Obviously, nothing changes. Tried r6 instead of r8 - no errors, but 
nothing changes.
Those same textures work fine with the original TexMod, so they should contain 
no file errors. Checked against your source code, it seems that the only place 
in it that seems to give the related error, is when the textures are being 
loaded into a buffer-like structure (tex->Textures[0]) within "int 
OTM_Sender::AddFile(...)" function.
Exactly, I'm suspicious about this fragment:
    unsigned int result = dat.Read( (void*) tex->Textures[0], len);
    dat.Close();

    if (result != len) { ...Here error goes... };
I haven't worked a lot with wxWidgets, which you seems to be using here, so I 
don't know what wxFile.Read returns, judging from your code it's the size of 
the data read, so it's possible that it somehow can't read the entire file, 
although I have no ideas why so.
I used the texture-saving tool within OTM (works perfectly, BTW) to check 
whether the textures hashes match (I thought they may have been different, and 
that's why textures don't work), but they match pretty perfectly, so that's not 
a reason.

Now, I know this is an alpha-version, so I don't except much, the fact it works 
at all (at least the feature to save the textures) is already promising a lot, 
but I'm looking forward to see it released, and if I can help somehow, I'll be 
glad to provide some assistance.

Best of luck to you!
Thanks again for working on an Open Source TexMod! :)
Alex

Original issue reported on code.google.com by evilgnos...@gmail.com on 1 Oct 2011 at 10:26