Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Turnsky on June 10, 2004, 05:21:34 am

Title: just had a revelation: (refers to shinemap difficulty)
Post by: Turnsky on June 10, 2004, 05:21:34 am
okay, here's the story, i was testing out the texture that i gave the perseus, and lo and behold, the texture wouldn't appear, nor the vessel itself, and when i converted the texture from PCX to JPG, the texture worked, and it got me thinking.. if the shinemaps are in PCX, wouldn't this be contributing to my problem with the shinemaps not showing?:confused:

EDIT: I'm trying out by converting a couple of shinemaps to JPG, i just thought i'd mention it since a couple of others were having the same issue.

EDIT2: um yeah, TGA, PCX, whatever.. perhaps i can't read TGA's with my card at all, particularly if they're slightly transparent.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: Lightspeed on June 10, 2004, 09:34:53 am
32-bit PCX are not supported. That is your problem :)

you can read TGAs, just as anyone, but will have to put -jpgtga in your command line.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: Flaser on June 10, 2004, 01:03:17 pm
32bit PCX in the command line means each PCX file have its own pallete, by they are still 8-bit.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: WMCoolmon on June 10, 2004, 06:47:55 pm
AFAIK JPG and TGA textures are converted to PCX and DDS textures when loaded. Try making the shinemaps 256-color.

Also, I think I ran into some code the other day that would prevent non-16 bit TGAs from being loaded, so try using a 16-bit tga instead of 24 or 32 bit ones.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: Lightspeed on June 10, 2004, 08:30:44 pm
I'm using ONLY 24 and 32 bit TGAs so I can assure they work.

non 8-bit shinemaps work perfectly. If they wouldnt alpha env would be kinda redundant wouldnt it? :p
Title: just had a revelation: (refers to shinemap difficulty)
Post by: WMCoolmon on June 10, 2004, 09:23:51 pm
I figure you try from the LCD and then work from there, that way you can tell whether TGAs are working or not, period. PCX shinemaps too.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: Turnsky on June 10, 2004, 09:50:43 pm
Quote
Originally posted by WMCoolmon
AFAIK JPG and TGA textures are converted to PCX and DDS textures when loaded. Try making the shinemaps 256-color.

Also, I think I ran into some code the other day that would prevent non-16 bit TGAs from being loaded, so try using a 16-bit tga instead of 24 or 32 bit ones.


i'll give that a go.

EDIT: Bah, no dice there... is there any alternative to TGA shinemapping?

LCD?
Title: just had a revelation: (refers to shinemap difficulty)
Post by: Lightspeed on June 11, 2004, 12:48:06 pm
Quote
Originally posted by Turnsky

EDIT: Bah, no dice there... is there any alternative to TGA shinemapping?
 


Yes, DDS. But DDS sucks.

Anything else isn't future compliant as it doesnt support alpha env.
Title: just had a revelation: (refers to shinemap difficulty)
Post by: WMCoolmon on June 11, 2004, 06:33:55 pm
Sorry, Least Common Denominator. If TGA isn't working for you even at 16-bit, and the -jpgtga flag is checked, it's a bug.