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Old 04-02-19, 05:29 AM   #8
makman94
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Quote:
Originally Posted by Olamagato View Post
Yes, you're right. MatFlags and TexFmt defines what SH3 engine treat texture file.
As for the prefix 0x, this means a number in the hexadecimal code, each digit 0-9 and A-F corresponding to the next four bits of the number. For example, 0x7C means 124, which is not very useful, but much more useful is that 7C are two four bits with values of 7 and 12, i.e. 0111 and 1100. The whole number in this case is 01111100. The individual bits or their groups can be assign different meanings and in this way include several pieces of information simultaneously.
Unfortunately, it turned out that I lost all copies of the tutorial to menu1024x768.ini, which originally could be found on the forum at http://forum.kickinbak.com/viewtopic.php?f=70&t=6 (as Submarine Sim Central • View topic - Menu 1024X768 tutorials).
Hence, because the last time I did it in 2012, I do not remember now what numerical values of "Texture Format" and bits "Material Flags" corresponded to what texture formats.

If anyone has access to the working mirror of this forum or has a copy of that forum, I would be interested in this material myself.
I made a mistake by not checking that the lost information was not on the subsim forum.
hello Olamagato,

yes, i am aware of these conversions to binary but yesterday ,as i was searching, i think that i found something very close to TexFmt lines.

Have a look here (scroll down to p21): http://tfc.duke.free.fr/coding/tga_specs.pdf

By looking to this document, TexFmt lines doesn't seem to lead to binary (e.g. 01111100 etc) but directly to tga format types.

Sh3 is using at TexFmt lines the values 0x2 , 0x9 , 0xA and 0xB* which in decimal give 2 , 9 , 10 and 11 respectively.

So , it seems these TexFmt lines lead directly to tga format type 2 , type 9 ,type 10 and type 11 respectively.

*it also uses to some entries the value TexFmt=0x5 and to two entries the TexFmt=0x8 which is puzzling

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 ?

About MatFlags:
MatFlags look more responsible for the diplay behaviour of image (seem to have a combination with the Display lines) as , by changing MatFlags values, i see images getting stretched or start repeating themselfs till fulling the screen or their altered dimension.For the color depth of them ,i guess, are responsible the TexFmt lines.

Lets hope this tutorial to be found and spread some light
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