TRX: Texture Feedback -- post your comments here!

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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-14 @ 21:21

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Re: TRX: Texture Feedback -- post your comments here!

Postby RoyBatty » 2012-9-15 @ 05:46

I've never seen any support for it. And I think the TRX project is pretty much dead now too.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-15 @ 15:30

Awwww! So the TRX project is dead and there are no tomb raider unfinnished business texture packs? If there are none then how do I make my own?
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-16 @ 01:51

Thanks for the info. Is there any way I can edit JC's work so that the textures he made modify the unfinished business textures? I know how to do it i'm just asking could I do it and post the uploaded link here and just give JC credit. Because he didn't really finish his work and I know other people would like JC's wonderful work in unfinished business.
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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-16 @ 15:32

There is possibly a partially automatic way to extend existing packs to UB. It's something I've been meaning to have a look at. I'd describe the process, but I'd need to remind myself as to how the tools work.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-16 @ 19:01

no need to explain, I am already finished retexturing the first level!:happyhappy:


Here are some pics with Glidos and JC's textures:


http://imageshack.us/photo/my-images/259/glidos1.jpg/

http://imageshack.us/photo/my-images/705/glidos2.jpg/

http://imageshack.us/photo/my-images/214/glidos3.jpg/

http://imageshack.us/photo/my-images/21/glidos4.jpg/

http://imageshack.us/photo/my-images/6/glidos5.jpg/

http://imageshack.us/photo/my-images/585/glidos6.jpg/

http://imageshack.us/photo/my-images/20/glidos7.jpg/

http://imageshack.us/photo/my-images/259/glidos8.jpg/

http://imageshack.us/photo/my-images/36/glidos9.jpg/

http://imageshack.us/photo/my-images/853/glidos10.jpg/

http://imageshack.us/photo/my-images/253/glidos11.jpg/

http://imageshack.us/photo/my-images/214/glidos12.jpg/

http://imageshack.us/photo/my-images/703/glidos13.jpg/

http://imageshack.us/photo/my-images/543/glidos14.jpg/

http://imageshack.us/photo/my-images/94/glidos15.jpg/

http://imageshack.us/photo/my-images/716/glidos16.jpg/

http://imageshack.us/photo/my-images/337/glidos17.jpg/

http://imageshack.us/photo/my-images/822/glidos18.jpg/

http://imageshack.us/photo/my-images/51/glidos19.jpg/



Here are some pics of the same places without Glidos and JC's textures:



http://imageshack.us/photo/my-images/71 ... idos1.jpg/

http://imageshack.us/photo/my-images/81 ... idos2.jpg/

http://imageshack.us/photo/my-images/33 ... idos3.jpg/

http://imageshack.us/photo/my-images/21 ... idos4.jpg/

http://imageshack.us/photo/my-images/82 ... idos5.jpg/

http://imageshack.us/photo/my-images/82 ... idos6.jpg/

http://imageshack.us/photo/my-images/82 ... idos7.jpg/

http://imageshack.us/photo/my-images/44 ... idos8.jpg/

http://imageshack.us/photo/my-images/71 ... idos9.jpg/

http://imageshack.us/photo/my-images/20 ... dos10.jpg/

http://imageshack.us/photo/my-images/96 ... dos11.jpg/

http://imageshack.us/photo/my-images/14 ... dos12.jpg/

http://imageshack.us/photo/my-images/85 ... dos13.jpg/

http://imageshack.us/photo/my-images/69 ... dos14.jpg/

http://imageshack.us/photo/my-images/70 ... dos15.jpg/

http://imageshack.us/photo/my-images/4/ ... dos16.jpg/

http://imageshack.us/photo/my-images/70 ... dos17.jpg/

http://imageshack.us/photo/my-images/94 ... dos18.jpg/

http://imageshack.us/photo/my-images/44 ... dos19.jpg/

You can see by the pictures in Glidos 7 8 and 9 that I took JC's textures where when you put the artifacts in the obelisk of Kamoon level and replaced the empty holes in the obelisk. It really makes sense that the artifacts would still be there in the bonus level so that's why I replaced them. The levels look really good with JC's Textures! All I did was create the Unfinished business text files for Glidos to read and replace them with his textures. I repeat these are not my textures and I only finished JC's work! I still have to replace the other three bonus levels. :happyhappy: Will be posting a link soon! :wink:
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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-16 @ 20:26

Looking good. So are you having to inspect each one individually? As mentioned before, there is a way to gernerate the info automatically.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-16 @ 22:17

yes i am inspecting them individually and changing the text files accordingly. I didn't know you could generate the info automatically. what tool is it and how do you do it?
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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-16 @ 22:30

Here's the tool. It does all sorts of things. It can capture all the textures from the level files, putting them in the specially numbered folders. When you have the captures from the original game and from UB you can make an equiv file, which lists the names of matching textures. I can't remember exactly how you generate the equiv files. I think you have to put all the numbered folders you want the tool to work on into one common folder. Once you have the equiv file that says how the UB textures relate to those of the original game, you can join it with the equiv file from JC's pack, and then use the joined one in place of the original.

On the other hand, the way you are currently doing it will work; it just takes more time.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-16 @ 22:40

thank you so much!!! this is going to help alot. Yeah I think this is going to save a load of time. Should have the download link soon! Thanks!
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-17 @ 00:54

Here is my latest work. It's JC's sand texture with my own version of the old sand footprints:

Old Sand Footprint Textures:

Straight:

Image




Turn:


Image







New Sand Footprint Textures (Sand made by JC, footprints made by me):

Straight:


Image



Turn:

Image


JC didn't have any sand footprint replacement textures so I decided to make these. They will be included in the link that I will be posting very soon! Thanks for the tool it helped me alot!
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Re: TRX: Texture Feedback -- post your comments here!

Postby Kaminari » 2012-9-17 @ 21:43

I seem to remember that GenEquivMap also helped with the different builds of TR/UB. (Some textures are not layed out the same way depending on the localized version.) Or was it another tool?
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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-17 @ 21:47

Kaminari Redux wrote:I seem to remember that GenEquivMap also helped with the different builds of TR/UB. (Some textures are not layed out the same way depending on the localized version.) Or was it another tool?


That's exactly right, and it's in the same way that it can be used to generate maps for UB from TR.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-24 @ 18:49

how do you use the tool exactly? I've been boggling my mind trying to figure it out. I know that it manually makes a equiv file for that certain level and I have all of the textures. I just don't get how to make the equiv file and the textures go together so Glidos reads it. Do you just use text files like I am now or can the tool manually extract them into a text file? THX
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-29 @ 01:30

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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-29 @ 07:38

It's really quite a complicated procedure, I'm afraid. Firstly you need to use the tool to capture the textures from the level files on the CDs. You want to capture the UB level that you are intending to work on, and all the TR levels. The tool will capture the textures in a special folder structure that Glidos understands. For each level there will be several folders with 32-digit hex names, and within each of those several images with names made up of coordinates. What you are trying to construct is a file (known as an equiv file) that will tell Glidos where the UB level images can be found within the TR levels.

Once you've captured the UB level you wish to work on, and all the TR levels, make a copy of the UB level folder. Call it LeftToDo (say). Then make another copy called Working (say). Choose a TR level and copy its 32-hex-digit folders into Working with the ones from the UB level. Now you can use the "Generate" tab on the tool to create an equiv file from the "Working" folder. Inspect the equiv file to see if it has any mapping in it (it's just a text file). If it has no mappings, you need to try other TR levels until you find matches (each time deleting "Working" and recreating it from the UB level and the new TR level). Once you have an equiv file with mappings, keep it safe. Perhaps put it in the TR level folder from which the mappings came, or give it a special name to denote which TR level it came from.

Now look at the mappings in the equiv file. One part of each mapping will be the path of one of the image files in "LeftToDo". For each one you find, delete the image from "LeftToDo". This is important to avoid conflicting mappings. Now repeat the process for each TR level, keeping each equiv file safe.

Ok. That's most of the work done. Next you should collect all of the equiv files into one big one. Use cat on unix or drop one after the other into a text editor. DON'T then delete the individual ones. They might be needed if something goes wrong later.

Now you need to update the texture pack. Shouldn't matter which texture pack you choose, other than it needs to have textured the levels of TR from which you found mappings. You'll find that the texture pack already has an equiv file. You need to join your equiv file with that of the texture pack, and then replace the old one in the texture pack with the the result of the join. You CANNOT use unix cat or a text editor this time. You must use the "Join" tab on the tool. That will take two equiv files and generate the join.

That's it. Good luck.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-29 @ 18:35

that does sound complicated, so you just put the textures like JC's textures into the folders that Glidos captures then make the equiv file right? If that's how you do it the that's great!
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Re: TRX: Texture Feedback -- post your comments here!

Postby Glidos » 2012-9-30 @ 00:22

No. You don't need to move JC's textures. The instructions above say how to alter JC's texture pack so that it will work with TR and UB. You don't need the folders Glidos captures.
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Re: TRX: Texture Feedback -- post your comments here!

Postby TheTombRaider » 2012-9-30 @ 11:58

Ohhhhh Ok i got it now!!! Thanks for the help and the instructions i'll get back to my work right away!
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