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How to find specific dumped textures. Support

 
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Zodiac
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Joined: 02 Nov 2010
Posts: 34

 PostPosted: Wed Feb 02, 2011 8:34 pm    Post subject: How to find specific dumped textures. Support Reply with quote Back to top

Hey, I've been working on textures for Goldeneye and it is very tedious to look through the 5 folders (ci_bmp, ci_bmp_with_pal_crc, ci_by_png, png_all, png_by_rgb_a) and find the textures you are looking for that have been dumped. Is there an easier way to find files besides scrolling through the hundreds of textures in each folder? The same textures will be in different folders and I have to go and hunt all of them down. Just wish I know of an easier way. It may be something simple. Sorry, I'm newer to this than most people on here. Hope I'm posting this in the right place. If so please let me know. Thank you everyone.

Last edited by Zodiac on Thu Feb 03, 2011 10:55 am; edited 1 time in total
 
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Zodiac
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Joined: 02 Nov 2010
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 PostPosted: Thu Feb 03, 2011 7:37 am    Post subject: Reply with quote Back to top

Failed*
 
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zoinkity
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Joined: 24 Nov 2005
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 PostPosted: Fri Feb 04, 2011 9:42 am    Post subject: Reply with quote Back to top

No, there isn't. If you're familiar with the texture format being used in a particular case then at least you have a chance to know which folder it is most likely to appear in. That said, the largest number are 32x32 ci images.

There isn't an easy solution for image recognition, especially since the output from emulator plugins will likely not be a 1:1 correspondance to the original. The most the editor can filter to is a specific object or stage, which can sometimes help identify an individual image from the plugin output. Sadly, it is just a long and time consuming process.

Just in case you're curious, you can't use a "hi-resolution" image in the editor for the same reason you can't in any N64 game. There is a limit on tile size (64x64 ci image is about the largest, 128x128 greyscale unless you get creative) before you have to split textures into multiple parts. Plus, any time you alter the format or size of an image you must make a corresponding change in an model that calls it.
Technically, you could use split textures to apply a hi-resolution image in an actual N64 game. However, you'd also be doing a lot of extra work for questionable gain.
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