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Old 01-06-2004, 05:13 AM   #23
Phelon
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Join Date: Dec 2003
Posts: 23
Devanstator:

The hurdle is KotOR itself, as almost no graphic is displayed in the designed size. Images are all a multiple of 2 in size, and stretched or shrinked acccordingly. Images must in all cases be a multiple of 2 in size. I've examined the i_empathy3 Image you named, and I find it sustains my guesses up to now.

Size of it is 4235 Bytes.

In the Header :
Data Size = 0, encoding therefore is RGBA.
Image size is 32x32 according to the header.

Calculation:
Header + RGBA +Optional = Final Size
128 + (32 * 32 * 4) + 11 = 4235

Summary :

The Image is 32x32, regardless of what it is displayed in the engine. "800x600back" is also 512x512 in size, and then stretched to 800x600. Go make a 32x32 Tga, name it "800x600back.tga" and put it in the override folder, fire up KotOR and you'll see I speak true. It alway must be a multiple of 2, how it is stretched is somewhere else to find, but not in the Textures.

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Color Calculation :

I did change the colors directly in the files, and reinserted them in the ERF so I could find out what they are doing. How did you think I came up with all the info I extracted?

BTW Color Calculation Mehtods seem to be something like this:

00 = BGC
01 = ( BGC / 4 ) + ((FGC / 4) * 3)
11 = ( BGC / 2 ) + (FGC / 2)
10 = (( BGC / 4 ) * 3) + (FGC / 4)

Assumption taken on fully maximum color values, make up something like (255, 255, 255 | 62, 62, 62 | 126, 126, 126 | 190, 190, 190). I haven't tried this out with other colors as of yet, but it's a guess.

Last edited by Phelon; 01-06-2004 at 05:33 AM.
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