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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Tue Mar 20, 2018 1:15 pm Post subject: Issue with 4bit greyscale who loses details once imported |
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So, I'm trying to import a better tuxedo which looks like this in Deled :
The face is made of 6x(64x64x4) greyscale. Here are two of them :

But once imported into the editor, I lose colors and it become 8 colors !
And I've try every possible thing when importing. What works best is import as greyscale non indexed, but I still lose details.
I work with photoshop, which I use to make textures 16 colors.
The back also got totally destroyed, it's the worst.
From this : to this :
Here are the original files, indexed, that I import into the editor :
https://drive.google.com/open?id=1Vt6Bo2GqsLO-4mrCymZzcuN3ZwZDI26G _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Tue Mar 20, 2018 2:58 pm Post subject: |
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This is probably because you are importing them as 4bit greyscale.
This means there are only 16 shades of grey that go like 0,0,0; 16,16,16; 32,32,32; 48,48,48; 64,64,64; ...; 240,240,240 (heh, you can't get pure white).
Editor will aproximate your "greys" to actual 4bit greys. So 9,9,9 and 23,23,23 will both become 16,16,16.
You can either edit your greys and adjust them or import the texture as 4 bit paletted color (I think there's also a 4bit paletted grey option but I never used it). Although that second choice will mean the texture won't mipmap.
Or you can go all out and make the textures 64x64x8 bit greyscale and have a perfect grey gradient, althought that means the texture will need double allocations.
Hope that helps. Your custom textures look incredible! |
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Mar 24, 2018 1:16 pm Post subject: |
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Thanks Sogun, that helped me understand what's going on.
I'll try to fix them manually to see.
But it seem we can't go 64x64X8CI, am I wrong ?
 _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sat Mar 24, 2018 3:50 pm Post subject: |
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Correct, you cannot use 8bit ci, it MUST be 4bit for 64x64 AND mip-mapping MUST be disabled
To Recap what has been discussed before:* THEM (4KB) is split into 2 logical partitions, Lower TMEM(2KB) and Upper TMEM(2KB).
* In I or RGB modes, both Lower AND Upper are used for image data = 4KB for image + Mip-Maps
eg. 4bit 128x48+64x24+32x12+16x6+8x3 = 4KB!
* In CI (Colour Index) mode Lower is used for image data and Upper is used for TLUTs (Texture Look Up Tables) = 2KB for image + Mip-maps
eg 64x48+32x24+16x12+8x6 = 2KB
EDIT:
Sogun said 8bit IA not CI also, you show IA on the program, so let me address that specifically, 64x64x8 = 4KB, therefor you MUST disable mip-mapping. this is why the program shows an overrun.
Trev _________________
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sat Mar 24, 2018 4:38 pm Post subject: |
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Yeah I wanted to write IA.
Also, what can cause a pure black color not to be made transparent by the editor on a greyscale texture.
I use the same method. I create my texture, then I add a pure black color on everything not covered. It work on some. On some other texture it does not ?
Also, do you think it would work for the tuxedo, not to have a mipmaped texture ? _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Mar 25, 2018 3:36 am Post subject: |
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Since guards are Geometrically complex and small you shouldn't need mip-mapping for them (heads are not mip-maped anyway (32x64x8ci = 2kb))
As for transparency, or the A component of IA, PG allows, since V3, any CI colour to be selected for transparency and no longer limits to black.
However in IA mode, you actually have a number types remember; 4bit (4/0) and (3/1)
8Bit (8/0) and (4/4)
in (x/0) types the alpha is copied from the Intensity value
in (3/1) you have transparent/opaque texels
in (4/4) you have 16 shades of grey and 16 levels of transparency for any texel.
To use alpha in IA you need to send PG a 32bit image with your transparent bits already done.
trev _________________
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AL64inthedark 00 Agent


Joined: 18 Sep 2014 Posts: 548 Location: France  |
Posted: Sun Mar 25, 2018 10:07 am Post subject: |
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Thanks a lot Trevor. I'll try to save as 32bit to try. Thanks so much. _________________ Listen to me
https://youtu.be/BzZ3k3NmhLM?t=25m51s |
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