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Old 11-21-2012, 01:42 PM   #1
Fair Strides 2
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Default Game Textures' .TXIs

Okay, here's a re-write with pictures, following Darth Sapiens' re-worded version of my explanation. However, I added the pics in-between his steps.

1. select a tpc.
Show spoiler

2. on ktools right-most panel select hex viewer
a new window shows up
3. you now have the hex on the right and the ANSI translation on the right
4. scroll to the very bottom, in your ansi part you should see things that make sense "clamp 0" "mipmap 0" "xbox_downsample 64"
Show spoiler

5. on the bottom of ktools hex viewer you have three options: hex ansi unicode
6. select ansi, the view should change, now your looking at just gibberish,
Show spoiler

7. scroll down to the last line, then scroll right until you get to what you notced in step 4.
8. there is your txi info copy and paste from the ansi view and bob's the hobo living on the corner.
Show spoiler

Last edited by Sithspecter; 07-10-2013 at 11:38 AM.
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Old 11-22-2012, 01:29 PM   #2
Hassat Hunter
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Could you explain with more detail for a leak like me?

I could really use the OE .txi of Kotor2Logo.tpc
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Old 11-23-2012, 03:17 AM   #3
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Quote:
Originally Posted by Hassat Hunter View Post
Could you explain with more detail for a leak like me?

I could really use the OE .txi of Kotor2Logo.tpc
it works, from kotor2logo.tpc :
"mipmap 0" is what i got, from other textures we get more, what i have noticed so-far is that almost every texture has an xbox downsample, though ktools tpc viewer shows gibberish or nothing.
to explain further on how to view this extra info.
1. select a tpc.
2. on ktools right-most panel select hex viewer
a new window shows up
3. you now have the hex on the right and the ANSI translation on the right
4. scroll to the very bottom, in your ansi part you should see things that make sense "clamp 0" "mipmap 0" "xbox_downsample 64"
5. on the bottom of ktools hex viewer you have three options: hex ansi unicode
6. select ansi, the view should change, now your looking at just gibberish,
7. scroll down to the last line, then scroll right until you get to what you notced in step 4.
8. there is your txi info copy and paste from the ansi view and bob's the hobo living on the corner.

Last edited by Sithspecter; 07-10-2013 at 11:36 AM.
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Old 11-23-2012, 03:35 PM   #4
Fair Strides 2
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Quote:
Originally Posted by Darth Sapiens View Post
it works, from kotor2logo.tpc :
"mipmap 0" is what i got, from other textures we get more, what i a=have noticed so-far is that almost every texture has an xbox downsample, though ktools tpc viewer shows gibberish or nothing.
to explain further on how to view this extra info.
1. select a tpc.
2. on ktools right-most panel select hex viewer
a new window shows up
3. you now have the hex on the right and the ANSI translation on the right
4. scroll to the very bottom, in your ansi part you should see things that make sense "clamp 0" "mipmap 0" "xbox_downsample 64"
5. on the bottom of ktools hex viewer you have three options: hex ansi unicode
6. select ansi, the view should change, now your looking at just gibberish,
7. scroll down to the last line, then scroll right until you get to what you notced in step 4.
8. there is your txi info copy and paste from the ansi view and bob's the hobo living on the corner.
Thanks for explaining. Give me a month guys, and I'll have pics to detail the whole process.

You know, I'm amazed that in eight years of modding, I'm the first to report this...
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Old 11-24-2012, 04:13 AM   #5
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mipmap 0 doesn't do anything

edit;
If I copy the ansi the game just crashes the instant its loaded...
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Old 11-24-2012, 05:49 AM   #6
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Quote:
Originally Posted by Hassat Hunter View Post
mipmap 0 doesn't do anything

edit;
If I copy the ansi the game just crashes the instant its loaded...
you mean the entire ansi? just copy what makes sense
i think mipmaps only affect tpc's not tga's (im not to sure about tga lacking mip maps but still...) there is a tga to tpc converter online somewhere its for jade empire but it works for kotor/tsl
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Old 11-26-2012, 09:40 AM   #7
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Got "blending additive" now... it does work somewhat, but not enough, as it still allows a green stripe to pass the original does not.
And it's not listed when doing this either... :/
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Old 11-30-2012, 02:09 AM   #8
Darth DeadMan
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HH, transparency in logo realized with alpha channel in the texture, not *.txi.


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