Peixoto wrote:curseofnight wrote:Remember when I said I'd stop bugging you?
I lied! XP […]
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Remember when I said I'd stop bugging you?
I lied! XP
Ok, got problem here(maybe). I noticed when I started messing with these textures that a line or seam appeared near the right side of the screen. When I dumped the textures I saw that for each camera anlge there where three textures to dump - one for the non-alpha-alpha(color-key, heh) then two more the background; one for about first 3/4 of the width, and the third for the last 1/4.
This junction where the 2nd and 3rd textures meet creates a seam. I wondering if this is normal. I've uploaded a small file containing a few of my dumps and replacements. I'd be grateful if someone(anyone) could give me some feedback on this issue and on the replacement textures themselves(are they good, bad, or just ugly?), if they have a moment.
I assume most people reading this don't need a explanation on how to use these textures but...
These are 'improved' textures for the main hall of the mansion in Resident Evil. To use them, unzip the .7z file in link below. There will be 2 folders Dumps and Replacements. Copy and Paste both folders to C:\...\Documents\Games\ResidentEvil\Textures
Then, simply make sure Texture Swaping is enabled and start Resident Evil.
https://www.mediafire.com/file/ui1820g0u9tg4z … mentTextures.7z
@ Peixoto I know compiling the textures would be the cleaner way to release this but I figured this way you could see directly what I'm talking about and tell if it's normally the way textures are dumped in Resi 1( the background split into 2 parts like that and creating the seam ingame...) Whenever you have the time, that is.
Also, about the r5b6g5 color key; which shade of green is it? In rgb? I tried r0 g255 b0 and got green blocks. I tried googling this for an hour but I didn't find a answer. :\
Well, to be honest i didn't spot the artifact, but that kind of thing can happen because you're scaling the images independently. Put the two unscaled images side by side and you can probably spot the difference. What you have to do here is to merge the images 1st and then upcale. After that you can use a tool already included in the tools folder to split the image, but it doesn't work with compressed textures yet and you have to move the texture to the tools directory (actually i just fixed this, so download the update). See if that process works
Edit: the color key for R5G6B5 is 0x07e0, which is full green
I guess it's more noticeable to me since I made them. Even I don't see it in every background, just certain ones. Like if there is a lamp on the wall right where 2 textures meet or something.
I thought about doing that(joining, scaling, then splitting). Figured finding the exact spot to split would a bit tedious. Didn't know you already already had a tool for the hard part - seems you thought of everything. 😉
Anyway, I'll get the newest patch and try it tomorrow. Going back to work tonight so my free time will be scarce for a few weeks. 🙁
Edit: Had a free moment so I went ahead and did a few quick tests. Results where pretty hilarious! Lol, I guess I gotta firgure exact dimensions before I split, otherwise bad things happen ingame. Pillars in the main hall looked like a hall-of-mirrors with Chris walking around in a black void! Wish I could take a screenshot! The unseemly seams where fixed though. 😜
Anyway, I gotta run now.
Edit: *facepalm* I just thought of something. Join the images in gimp, scale, save. Then crop out one half then the other. I'll try this when I get home.
Why do people always wait for me to walk in the store before they buy lottery tickets?! Is it a conspiracy?! Am I being watched!? 😮
Edit: Dodging work, hehe. Actually that wouldn't work, at least not the way I described it. The corect way - join, scale, resize width by half, export, undo, flip hohorizontally, resize again,flip again, export. That should work.