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Author Topic:   ***\ The TGA format is MINE! /*** - and what do you look for in a tex editor?
Raider Of Tombs' Clone
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From:The mining ship Red Dwarf
Registered: Oct 2001

posted 06-02-2002 07:05 PM     Click Here to See the Profile for Raider Of Tombs' Clone   Click Here to Email Raider Of Tombs' Clone     Edit/Delete Message   Reply w/Quote
After an intense day of research (none of which was helpful) I have figured out the TGA file format by trial and error (and labor)!

I have also built a TGA viewer and simple editor to test functions, etc... it is all working up to a new texture editing program - one which I hope will not just be a boring texture swapper, but also a fully functioning texture editor, with overlay effects and compositing, ghosting, blurring, tinting, import/export, resizing, animation tests, etc.

Anyway, the big step was getting the TGA format, and now that that's done, the project is viable.

Is a new texture program needed? if so, what functions would you like included other than the ones above?

off on a tangent again:
-ROTC

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Tomb_Raider_Nut
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posted 06-02-2002 07:15 PM     Click Here to See the Profile for Tomb_Raider_Nut   Click Here to Email Tomb_Raider_Nut     Edit/Delete Message   Reply w/Quote
A feature of brightness and contrast, and a feature that will for instance, change from red to blue.

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aktrekker
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posted 06-03-2002 04:58 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Hmm...
The TGA format is readily available at www.wotsit.org.
My PSP5, and many other editing programs that usually come with video cards already handle TGA very well.
This sounds like a big project. Good luck! It will be great experience, even if you don't finish it.

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Wee Bald Man
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posted 06-03-2002 05:40 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi ROTC,

I have an idea which is not incredibly exciting but would be very useful and would encourage designers to customise their TR levels further.

Currently it is extremely difficult for anyone who does not have the right tools to create a new font character set. TRWad has already created a cool little program called FontEdit which allows us to make changes to the font set in TGA format, but the changes have to be done manually and it is a very time-consuming task which could be made easier with a simple program which automated font changing to the point where people only had to point to the font of their choice and it would automatically create the new font.pc file.

It's not an in-game texture editor but it might be a good place to start as it requires TGA editing at a simple level but with a result that many people might like.

I'm not sure how many people would find it useful. Might be worth asking whether folks here would like such a program.

Good luck with whatever project you decide to do.

WBM

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Raider Of Tombs' Clone
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From:The mining ship Red Dwarf
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posted 06-03-2002 06:04 AM     Click Here to See the Profile for Raider Of Tombs' Clone   Click Here to Email Raider Of Tombs' Clone     Edit/Delete Message   Reply w/Quote
WBM, I'll check out the font option you mentioned - I don't think that would be too hard.

Btw, what made the format hard to understand is that from what I can tell TR .tga files have no header.

Brightness and contrast and color are on the list - thanks, guys!

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Tomb_Raider_Nut
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From:Millwaukee,Wi,USA
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posted 06-03-2002 12:39 PM     Click Here to See the Profile for Tomb_Raider_Nut   Click Here to Email Tomb_Raider_Nut     Edit/Delete Message   Reply w/Quote
i'd also like a feature that will allow source textures.
ie. i open up a file to be a 'source' so that when i paint on another tile the source image is painted, also with the ability of soft edge, sothat a texture won't abruptly enter the tile. (i hope you understand me )

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TRWad
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posted 06-03-2002 01:10 PM     Click Here to See the Profile for TRWad   Click Here to Email TRWad     Edit/Delete Message   Reply w/Quote
[QUOTE]Originally posted by Raider Of Tombs' Clone:
Btw, what made the format hard to understand is that from what I can tell TR .tga files have no header.

There is a small header with number of colors, height and width at the beginning.

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aktrekker
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posted 06-03-2002 04:01 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
There are different versions of the TGA format. TR uses an older version with a smaller header, but it is there.

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Raider Of Tombs' Clone
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From:The mining ship Red Dwarf
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posted 06-03-2002 04:45 PM     Click Here to See the Profile for Raider Of Tombs' Clone   Click Here to Email Raider Of Tombs' Clone     Edit/Delete Message   Reply w/Quote
Yes, I found that out - jeepchase.tga and burial.tga, for instance, seem to have different header structures.

I thought something looked funny with my textures - turns out they were being read from the file backwards and the result was them being upside down in my program! (why I said they had no header)

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Raider Of Tombs' Clone
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From:The mining ship Red Dwarf
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posted 06-03-2002 06:49 PM     Click Here to See the Profile for Raider Of Tombs' Clone   Click Here to Email Raider Of Tombs' Clone     Edit/Delete Message   Reply w/Quote
Agh, crap - I am having real difficulty with the TR tga format. I can read irfanview tga's fine (no header apparently) , but the TR tga's have less/more data... The end result is the rgb's are off and the image looks like you are wearing a pair of red/blue 3d glasses.

Atrekker or TrWad, on what specific binary layer are the height, width, and header length stored in a TR tga? (as longs, i presume) Knowing this would save me a lot of time.

At the moment, I can load irfanview tga's, and all tr tga's perfectly by specifying image width and header length ahead of time, but no one will know that when they want to load a tga. I can't seem to find any logical patterns in the headers though that suggest image height,width, etc...

[This message has been edited by Raider Of Tombs' Clone (edited 06-03-2002).]

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KingSpyder
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posted 06-03-2002 10:15 PM     Click Here to See the Profile for KingSpyder   Click Here to Email KingSpyder     Edit/Delete Message   Reply w/Quote
I like WBM's idea! It is a pain to edit those fonts! I hope you do consider it, but will readily support which ever you decide to do.

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aktrekker
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posted 06-04-2002 02:44 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
The header is at the very beginning of the file. It is 18 bytes long. You can get the format at www.wotsit.org, that is where I got it. TR uses the Type 2 format.

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