is there a tool present to extract the atlas and get the separate textures?
Bergerkiller's Modding Tools All my tools and programs
#31
Posted 01 August 2010 - 04:26 PM
is there a tool present to extract the atlas and get the separate textures?
#33
Posted 01 August 2010 - 10:08 PM
LOL I have too much free time on my hands
Added. It can now load atlasses and save them as libraries eventually.
Wow
Somehow the HUD editor can now display parts of the in-game scoreboard and spawn screen.
This post has been edited by bergerkiller: 01 August 2010 - 11:32 PM
#34
Posted 07 August 2010 - 11:54 AM
Atm the button node:
- can be rendered
- can be changed inactive/active by moving the mouse
- can set inactive/active textures
- can set color, position and size
This means the comrose can now be rendered.
EDIT
Uploaded new version.
New features:
- button node
- fixed a bug in the texture browser
- library creator can now load atlases
- bf2 and bf2142 texture libraries now contain the atlas textures
- integraded the render functions inside the node structure, improving performance slightly
- added file drag 'n drop support
EDIT
Already working on a final; completely bug-free; version. This one will be faster, have more features such as multi select and more variables.
At this point the selection square, node render structure and picture node class are fully working. The new version will actually support node hierarchy with the node root point starting with "Global". Since the render speed is greatly increased (80 FPS), new features can and will be added.
This post has been edited by bergerkiller: 12 August 2010 - 11:26 PM
#35
Posted 13 August 2010 - 02:29 PM
For example:
Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\bf2.texlib
Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\bf2142.texlib
Fr. 13.08.2010 16:23:08 - Loading library: C:\Program Files (x86)\LPP Battlefield Collection\Textures\brf.texlib
Fr. 13.08.2010 16:23:08 - Total of 2640 textures found in libraries
Fr. 13.08.2010 16:23:42 - Loading file: E:\Battlefield 2\mods\brf-dev\menu\HUD\HudSetup\SpawnInterface\HudElementsSpawn.con
Fr. 13.08.2010 16:23:42 - Failed to load texture: \textures\ingame\respawn\brf\kit_background_black
The program is loading my library..
Or is this still a 64 bit issue?
#36
Posted 13 August 2010 - 04:08 PM
I see it didn't trim the "\" character, indeed an internal error.
I'll see what I can change in the loadimage sub.
EDIT
In case the texture was inside the library; make sure the paths start with "Ingame" and not with "textures".
Also, I found that "cutting" the image had an error. Failed to trim the "\" character, causing it to search a library texture with the path starting with "\".
Afraid the fix will not be here any sooner, since I am re-writing everything. I can upload a hotfix to filefront though.
EDIT
YEAAAH FULL SCREEN MODE!
EDIT
Daily updates: texture browser; color dialog; fixed resolution mode; invalidation update
This post has been edited by bergerkiller: 14 August 2010 - 06:35 PM
#38
Posted 15 August 2010 - 09:34 PM
And you're not the only beta tester, there are more (silent) types using it that I know. They also report bugs if they see them.
But since the entire program is turned upside down, only the following bug reports interest me:
- texture (library) not loading/found
- crashes/bugs upon texture browsing
#39
Posted 15 August 2010 - 11:02 PM
Commendation and acknowledgment for your work!
But for now I will only need the level renamer.
In addition I have a suggestion for the Level Resource Displayer:
Can you make it show the total size of all loaded files? This might help staying under a certain amount if you want to avoid running in the 2GB limit.
#40
Posted 16 August 2010 - 12:03 AM
There is completely NO relationship between the two numbers in the blendeffect and the 5x5 colormatrix. Only thing I found is the number "20"
Blend Effect 0 0 is now added and working. Basic system was:
- alpha input-output port disabled
- rgb-input converted into alpha output port, rgb values modified by color values / 3
- rgb input-rgb output modified by color values
Took me a while to figure it out.
1 0 is next
Bug fixed; blendeffect 0 x 1 (disabled alpha) added
blendeffect 0 x 3 (alpha middle threshold) added
Can add blendeffects, but I noticed it would lag too much to use it. Disabled for now.
Picturenode, compassnode, barnode, textnode and splitnode types are working. Color system works, all 4 node texture dialog is working, added texture filter, added selection translucent square, added treeview features, context menu working, file loading works, cut, copy and paste features work, fixed alot of small and big bugs.
Added button node, actual controlled simulation (wow!) with wasd and up/down/left/right keyboard buttons. No script needed. Even simulates speed, altitude, torque and angles. Object Marker Node and Hover Node will not yet be added (not at all, since it was pointless). I am working on the alpha and move show effects with in/out times. Overall rendering is good; can even simulate button hovering.
Performing some fixes on the Level Renamer. (some atlasses are not always in the server.zip)
Fixed ALOT of bugs in the level renamer, making it way more reliable.
This post has been edited by bergerkiller: 05 September 2010 - 10:04 PM

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