View Full Version : {REQ} Code guru's required here!
Hans Witteman
07-28-11, 02:55 AM
Hi shipmates,
As some of you has already look at the thread start by urfish on getting a better water for sH3 i am asking for your lanterns to shed some light on this graphic :
http://i886.photobucket.com/albums/ac68/Hans_Witteman/reflex_atlantic.jpg
Every modders know this one very well since the time it is tweak and i am asking only a very small question regarding this one here it is :
By comparing an environment mod for SH4 i noticed the reflex_atlantic.tga is twice the size as in Sh3 so i know by testing that re sizing the sprite plate to 1024x512 is not working in sh3 because the engine read it in sequential way to represent each different time period of the day.
I try to search for it but i am really a noob at hex stuff so can one of you just try to see the way it is set in sh4 and if it would be possible to resize it for Sh3 without having to spend half a year on it?
If we can just have it the same size as in sh4 we can then have nice fake reflection on our flat sea.
Thank to anyone who had the balls to give it a try and please don't go the easy way by saying impossible without having a real try, since i start modding SH3 many told me zillions of time that my goal were not possible and now these stuff are already reality in U-BOAT_HAHD.
Best regards Hans
clouclou
07-28-11, 04:18 AM
A simple notice.
X5 zoom (or your choice) "reflex_atlantic.tga" ex: 512x256 = 2560x1280
To-noise on the rectangle selected, work can be the pixels of your sound (change colors to some points),
return to the initial size "reflex_atantic.tga"
I think with this system the large grains visible just disappear.
This is a review
Claude
Madox58
07-28-11, 05:09 PM
I'd think the image is read much like other images in SH3 like the Menu stuff?
Where a pixal point is defined and then the image is read from that base size.
So more then 2 perameters need to be found.
We need to find the base size (if it exists) and then the pointers to
where to read from?
Hans Witteman
07-28-11, 06:51 PM
I'd think the image is read much like other images in SH3 like the Menu stuff?
Where a pixal point is defined and then the image is read from that base size.
So more then 2 perameters need to be found.
We need to find the base size (if it exists) and then the pointers to
where to read from?
Hi mate,
Thank for replying my friend if someone can do this it got to be you but like i say don't spend too much time on this if you see that there is too much work to get around it but it would be nice to have those reflections on sea.
If it was only changing a simple value in hex to get that 1024x256 then fine but i doubt it will be that simple.
By the way can you just point me out in the good direction regarding how to search in hexedit because first i try by text with the reflex_atlantic.tga and i also try reversing the the node id to get correct hex reading and it doesn't seem to work?
Best regards Hans
Hans Witteman
07-28-11, 06:53 PM
A simple notice.
X5 zoom (or your choice) "reflex_atlantic.tga" ex: 512x256 = 2560x1280
To-noise on the rectangle selected, work can be the pixels of your sound (change colors to some points),
return to the initial size "reflex_atantic.tga"
I think with this system the large grains visible just disappear.
This is a review
Claude
Hi mate,
Thank for helping but maybe it is because of languages barrier but i truly don't understand what you are trying to explain.
Best regards Hans
Seeadler
07-28-11, 07:36 PM
If it was only changing a simple value in hex to get that 1024x256 then fine but i doubt it will be that simple.
No it is not that simple :know:
I did a test with a 512x256 version of this texture and it is written at this size into the two texture stages 0 and 1 before the render process put it on the water mesh surface.
http://s7.directupload.net/images/110729/temp/77ave5a7.jpg (http://s7.directupload.net/file/d/2600/77ave5a7_jpg.htm)
Then the same texture at 1024x512, again the whole texture is written into the texture stages.
http://s1.directupload.net/images/110729/temp/y8t5btts.jpg (http://s1.directupload.net/file/d/2600/y8t5btts_jpg.htm)
But before that happens, you can see in the event list, that for the two texture stages a matrix transformation is performed ( SetTransform() ) and there I suppose the texture coordinates are scaled accordingly so that a part of the texture matches the water surface.
I will see if these textures uses the stride nummer 28 (as to see in SetStreamSource() ) in a unique way. If so, the transformation could be redone like I did it for the repositioning of the loading screens in my widescreen mod ...but I can not promise anything:smug:
Hans Witteman
07-28-11, 08:08 PM
No it is not that simple :know:
I did a test with a 512x256 version of this texture and it is written at this size into the two texture stages 0 and 1 before the render process put it on the water mesh surface.
http://s7.directupload.net/images/110729/temp/77ave5a7.jpg (http://s7.directupload.net/file/d/2600/77ave5a7_jpg.htm)
Then the same texture at 1024x512, again the whole texture is written into the texture stages.
http://s1.directupload.net/images/110729/temp/y8t5btts.jpg (http://s1.directupload.net/file/d/2600/y8t5btts_jpg.htm)
But before that happens, you can see in the event list, that for the two texture stages a matrix transformation is performed ( SetTransform() ) and there I suppose the texture coordinates are scaled accordingly so that a part of the texture matches the water surface.
I will see if these textures uses the stride nummer 28 (as to see in SetStreamSource() ) in a unique way. If so, the transformation could be redone like I did it for the repositioning of the loading screens in my widescreen mod ...but I can not promise anything:smug:
Hi mate,
Thank a lot for having a look you certainly have my respect for your advanced knowledge on code structure and i am happy to see you on this one.
Like i already say to privateer if it is too much work don't botter with it because sometime it is simply not worth it.
By the way what the program you use in those screen?
Best regards Hans
TheDarkWraith
07-28-11, 09:51 PM
By the way what the program you use in those screen?
PIX for Windows (DirectX SDK Utility) :DL
Hans Witteman
07-28-11, 10:15 PM
PIX for Windows (DirectX SDK Utility) :DL
Thank mate it seem like a good program to see files behavior and address.
Best regards Hans
urfisch
07-29-11, 03:41 AM
thanks seeadler. that might be a big step forward!
:up:
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