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Replace Texture Crashes Game

 
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king13p
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Joined: 08 Aug 2012
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 PostPosted: Wed Aug 08, 2012 4:37 pm    Post subject: Replace Texture Crashes Game Reply with quote Back to top

Hello,

I'm currently having problems replacing textures within Goldeneye using GSE and image tools.

What I want to replace is Trevelyns Multiplayer Character Profile Picture which is split into 4 seperate images. I have photoshop and have created a new image within the 4 old pictures exactly the way it should be.

The only way I can get an image to take its place while still looking the right way is to import using "Replace Image with RGBA Image (0x00 Type) Tbl 0"

All the replace options before this one show random lines. However after replacing with RGBA and opening multiplayer, as soon as I click Characters the game freezes. So Something with my image isn't working right.

I seen others are having this problem but no solution was provided. Perhaps I'm not using the correct format? Photoshop CS4 BMP with 16 bits? Can't seem to get it lower then that.

If someone can help that would be great. Thanks!
 
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SubDrag
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Joined: 16 Aug 2006
Posts: 6177

 PostPosted: Wed Aug 08, 2012 7:20 pm    Post subject: Reply with quote Back to top

You need to first make sure you have latest beta. Then you need to replace using Type 0x87 of a 65 x 65 24-bit color bitmap (except for question mark, well size to whatever the one you're replacing is). It will be greyscaled. That's it!
 
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king13p
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Joined: 08 Aug 2012
Posts: 2

 PostPosted: Thu Aug 09, 2012 5:14 pm    Post subject: Reply with quote Back to top

YES THANK YOU!

Here is what I have done. I extraced the 4 separate images. For example Trevelyn picture is split into 4 parts. I'm simply replacing everything with him in it. In one part of the image there is White for the border and also there is a section to the right with black white and grey dots. After removing those dots on the side it allowed me to import without all sorts of squiggly lines.

Thank You Very Much!!
 
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SubDrag
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 PostPosted: Thu Aug 09, 2012 5:19 pm    Post subject: Reply with quote Back to top

Yep, really I should fix those. They were remnants of how I extracted it originally. But you need to cut it off and really do 65 x 65.

Out of curiosity, what are you working on making?
 
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zoinkity
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Joined: 24 Nov 2005
Posts: 1731

 PostPosted: Fri Aug 10, 2012 6:52 am    Post subject: Reply with quote Back to top

(technical explaination, so you can ignore if you like)

Interestingly, turns out that odd widths for rows can't be handled well. It's easier to drop in a tile that's too large and read only part of it than parse a tile with a funny number of rows. Depending on the bitdepth is how many pixels fit in a row, but in general you'll find that any image that isn't a multiple of two (16bit), four (8bit), or eight (4bit) will have a funny border like that. It helps align the data in ram when the image is decompressed. A lot of games do this kind of thing actually--though they usually cleared their borders instead of padding with garbage.

The editor's original texture dumps are from raw data, and in some rare cases images had to be retrieved from ram. The original data contains those borders, but the editor sets the image size based on the imported image's attributes. If it's funny-sized like this, it automatically adds the border. Most of the editor's image extraction code is very old, and you'll notice the window looks suspiciously like a much, much earlier ROM image extractor made a year or two before the editor was. So, it still reads in borders.

So, there you go.
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