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-   -   about images bit (https://www.subsim.com/radioroom/showthread.php?t=240423)

Olamagato 04-06-19 02:50 PM

Quote:

Originally Posted by makman94 (Post 2601281)
this is just a thought by looking at this document (as it was so close to the values used by sh3) and ,of course, the binaries to be the way.Are you sure that you saw ,at this tutorial you mentioned, a matching to binaries?
[...]
Sorry , i don't understand you here, you think that my thought is correct or not ?

Yes and no. The tutorial showed that the format described in menu1024x768.ini is compatible with the TGA (Targa files) format. That's why you do not need any additional information. All you need to do is to use the appropriate TGA file (24-bit / 32-bit, some resolution, compression or not, etc.).

Quote:

Originally Posted by makman94 (Post 2601281)
the "old widescreen gui for GWX" (made by Rubini if i am not mistaken) doesn't contain any breaking editing in its lines

http://www.subsim.com/radioroom/showthread.php?t=195402

Quote:

Originally Posted by makman94 (Post 2601281)
it is not that bad as you see it. You have your edited menu.ini which contain the knowledge of this missing tutorial.
Have a look in there and tell me the whole entry for the navigation.tga and the whole entry for the mask512.tga.
I will test your values at Display , MatFlags and TexFmt lines of these two entries and see if we have any good gain at ingame ram usage.

I have more time now, so I can now return to SH3, so I will examine it myself. You do not have to use 1:1 pixel textures or alpha channel if unnecessary. Especially for background textures. You can easily use a resolution of twice smaller if the combination of settings will make a good-looking upscaling.

Quote:

Originally Posted by makman94 (Post 2601281)
even these infos were suspicions of OLC,most of them never cleared and he ended up to use matflags=0x29 and texfmt=0x9 to all.

I believe that there is not the only best setting for all cases. Adjust the settings to your needs.
With today's knowledge, I could do very little memory-consuming GUI for 4K resolution if it was needed. I think you too.
However, it would be more interesting to create a GUI that fits well with every resolution or what I'm still working on, i.e. an editor (maybe WYSIWYG) menu1024x768.ini

Quote:

Originally Posted by makman94 (Post 2601281)
info that containes about matflags and texfmt lines are the thoughts of OLC and there is no matching to any binaries. So, propably you are talking for some other tutorial.

I remember that the MatFlags bits were described in more detail.
But what I see now will allow you to properly save TGA files as textures and use the appropriate entries in menu1024x768.ini for the least amount of memory.

Quote:

Originally Posted by makman94 (Post 2601281)
From some more tests i made , i have the sense that for having worthy ingame ram saving ,the quality of menu images must heavily reduced. Lets see

Yes, you are right imo.

propbeanie 04-06-19 08:33 PM

Quote:

Originally Posted by Olamagato (Post 2601734)
... With today's knowledge, I could do very little memory-consuming GUI for 4K resolution if it was needed. I think you too.
However, it would be more interesting to create a GUI that fits well with every resolution or what I'm still working on, i.e. an editor (maybe WYSIWYG) menu1024x768.ini
...

Of course, I am going to ask you: "Will you try to make an SH4 compatible version also?"... :har: - sorry - just ignore me... :arrgh!: :salute:


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