Closed MiloCharmingMagician closed 2 years ago
I think a very old version of the program (that I no longer have I don't think) had an option to not stitch animation frames together. I removed the option because it's pretty useless without it; there's no real rhyme or reason to how the images are split into segments, and there's a lot of off-by-one errors you can run into if you do it incorrectly. The image rectangle and UV data are stored within the .anb file, so it makes sense to go ahead and unscramble each image as you go. I'm pretty sure the .tex files have no such slicing and scrambling of images.
It was done to save space & memory Is what I know
I think a very old version of the program (that I no longer have I don't think) had an option to not stitch animation frames together. I removed the option because it's pretty useless without it; there's no real rhyme or reason to how the images are split into segments, and there's a lot of off-by-one errors you can run into if you do it incorrectly. The image rectangle and UV data are stored within the .anb file, so it makes sense to go ahead and unscramble each image as you go. I'm pretty sure the .tex files have no such slicing and scrambling of images.
Do you have the code of the tex decompress tool? I want to get the raw tiles from the tex files
I don't think I saved the source code for the tex decompress tool (beyond the exe that I've included in every release; just use that), but the code is basically just lines 448-584 of main.cpp with any multiplication logic removed. The texture format has remained basically unchanged for a while now.
I don't think I saved the source code for the tex decompress tool (beyond the exe that I've included in every release; just use that), but the code is basically just lines 448-584 of main.cpp with any multiplication logic removed. The texture format has remained basically unchanged for a while now.
I got some good news for you I know the full texture format
struct texHeader { uint format; uint width; uint height; uint mipLevels; uint mipOffsets[4]; uchar data[]; };
Yes, that's... almost exactly what I have in main.cpp too.
I'm closing this issue now as there doesn't seem to be anything relevant you're requesting me to do.
Is it 64x64 tiles to put together the tex and anb files? can you add a option so I export the raw image rgba data as png files? thanks.