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[Data] Image Reserve: August 26th, 2011...
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Dragonsbrethren
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 PostPosted: Thu Apr 08, 2010 5:23 pm    Post subject: Reply with quote Back to top

0C3 = 17D Brick Wall (Darker, Grittier)
0C9 = 000 Round Light Fixture - Bluish White
0CE = C29 Multiple Bullet Holes

---

I think that's it for tonight. The brick wall is a bit darker in PD, and should probably be replaced by the GE texture, unless the original happens to be lurking in there somewhere.
 
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 PostPosted: Thu Apr 08, 2010 5:42 pm    Post subject: Reply with quote Back to top

Yeah, I'm probably going to move onto something else, as well. We did a nice job tracking a bunch down, though. I want to figure out the hit types, so we can properly set the newly imported textures.
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 PostPosted: Sat Apr 10, 2010 10:19 pm    Post subject: Reply with quote Back to top

Found some more...

026 = BB3 Shotgun Shell

0A0 = 643 Sink / Urinal

0AD = 137/1F6 Seat Cover
0AE = 137/1F6 Seat Cover

109 = 1F5 Swivel Chair Spine

27E = BB5 RC-P90 Magazine

28E = 00E Window Glass (default)

2FB = CC9 Sniper Rifle Barrel

2FE = CC8 Body Armour / Weapons

5B4 = 644 Sink / Urinal

5FB = 98A Wood (weapons)

6BD = CCA 1x1 Solid
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Dragonsbrethren
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 PostPosted: Mon Apr 12, 2010 7:46 am    Post subject: Reply with quote Back to top

5B8 = 745 Complex Vent Cover

You know, I thought this was in PD, but I wasn't sure. The editor shows some corruption on the GE texture in the image tools, which threw me off. In-game it matches the PD texture, though.
 
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 PostPosted: Mon Apr 12, 2010 6:43 pm    Post subject: Reply with quote Back to top

I've noticed that some of the images that the GE Image Tools and Visual Window can display properly, end up as the red X on the PD side. I don't know why that would be, though.

Also, some images between games are the same, but different dimensions. I've noticed this at least twice during comparisons. Unfortunately, we can't utilize them, since they use the U/V coords setup for a different size.
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 PostPosted: Mon Apr 12, 2010 11:19 pm    Post subject: Reply with quote Back to top

Made some updates to the Reserved list. It now includes (mostly) both the new PD ID's, and the original GE ID's. This should help to clear up some confusion when sharing images between models. If not... I tried. Razz
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00action
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 PostPosted: Fri Apr 16, 2010 9:49 am    Post subject: Reply with quote Back to top

my train port is using 62 textures, should i change all the id's to fit between these textures?
eg. 009B - 00D9

009A = Plant Life

0203 / 351 : Sniper Rifle, Barrel Opening
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 PostPosted: Fri Apr 16, 2010 8:24 pm    Post subject: Reply with quote Back to top

Actually, you're probably better off leaving the finalized textures to me. You can put them wherever you like during your tests, but they'll need to be placed strategically in the new GE:X build. It's easy to update the BG file and swap it out later, so there's no worry of that.

Oh, by the way, that's a cool avatar you've got.
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00action
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 PostPosted: Sat Apr 17, 2010 6:03 am    Post subject: Reply with quote Back to top

cheers! i thought it was apropriate seen as im tring to help with GoldenEye: X

As for the Textures, no problem i shal leave them where they are for now.
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 PostPosted: Tue Sep 28, 2010 1:22 am    Post subject: Reply with quote Back to top

BIG update to the first post texture list. I added in all of the textures that already existed in PD, as they should have been in there long ago. Because of that error in judgment, I'm betting there are a couple of duplicate images in the ROM. Hopefully no more will slip by me.

I still need to include the forty-something images brought in for Facility, as well as a few remaining muzzle flare textures I haven't added to the list yet.

Edit: Facility images added.
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HackBond
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 PostPosted: Mon Jun 13, 2011 10:14 am    Post subject: Reply with quote Back to top

Im bumping this cause it took me 10 minutes to find it on its own. Needs to be a sticky.
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 PostPosted: Wed Jun 15, 2011 10:49 am    Post subject: Reply with quote Back to top

I have a suggestion for this thread. You could have the bmp's uploaded to a website, and a link displayed next to each texture, so we know whats what (incase a texture we need is elsewhere)
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 PostPosted: Sat Jun 18, 2011 10:34 pm    Post subject: Reply with quote Back to top

At first, I made this thread thinking that other people were going to be injecting textures themselves. But after doing so much myself, it's more a log of my own changes. Others can use it as reference, though most files will probably come from me.

I already have all of the textures in for Silo, and a BG file exported, so I'll zip up everything you need and have it off to you in a bit.
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