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 Post subject: Re: Megatextures research
PostPosted: Sat May 20, 2017 2:59 pm 
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Finally found a problem that was causing the face to be too red. Fixed now.

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 Post subject: Re: Megatextures research
PostPosted: Wed Jun 07, 2017 10:15 pm 
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:stalk:


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 Post subject: Re: Megatextures research
PostPosted: Thu Jun 15, 2017 6:41 pm 
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Any updates on the Evil Within tool? They just announced at E3 that The Evil Within 2 is coming out this year. It put this fresh in my mind. :)


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 Post subject: Re: Megatextures research
PostPosted: Thu Jun 15, 2017 6:55 pm 
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volfin wrote:
Any updates on the Evil Within tool?


we're working on it


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 Post subject: Re: Megatextures research
PostPosted: Fri Jun 16, 2017 2:12 pm 
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hey daemon1 great work on cracking the megatextures case. does your tool support RAGE? didn't see anything in the previous posts about RAGE. it's id tech 5


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 Post subject: Re: Megatextures research
PostPosted: Fri Jun 16, 2017 4:09 pm 
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it will probably support it after EW


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 Post subject: Re: Megatextures research
PostPosted: Sun Jun 25, 2017 6:37 am 
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any news about tew support? :D


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 Post subject: Re: Megatextures research
PostPosted: Sun Jun 25, 2017 8:01 am 
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Will it support Wolfenstein the Old Blood?


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 Post subject: Re: Megatextures research
PostPosted: Sun Jun 25, 2017 9:11 am 
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yes it will
but there's no estimate time


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 Post subject: Re: Megatextures research
PostPosted: Sat Jul 01, 2017 5:56 pm 
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After a few days of struggling with Wolfenstein Old Blood special image types, now i can decode them.

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 Post subject: Re: Megatextures research
PostPosted: Sat Jul 01, 2017 10:44 pm 
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I thought Old Blood was the same format as The New Order. In the past I've been able to decode Old blood with the New Order exe and tool (M0xf's tool). But maybe it was just luck that the tool supported both formats.


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 Post subject: Re: Megatextures research
PostPosted: Sun Jul 02, 2017 8:33 am 
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volfin wrote:
I thought Old Blood was the same format as The New Order.


Yes, but I was talking about formats specific to both Wolfensteins. All this time I was unable to decode their normal maps. I started checking them only this week. I thought it was just a little tweak, but not.

Again, they had a lot of differences from standard HDP. I had to make changes in about 10 different places in HDP code to make it work.


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 Post subject: Re: Megatextures research
PostPosted: Sun Jul 02, 2017 11:35 am 
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Rage. Only diffuse HDP decodes. Normal and specular are different again.

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 Post subject: Re: Megatextures research
PostPosted: Sat Jul 15, 2017 3:07 pm 
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EW progress. Animations are working. https://youtu.be/84SQr3Rgcrc

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 Post subject: Re: Megatextures research
PostPosted: Sat Jul 15, 2017 5:27 pm 
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Oh you're going for the whole pie, Now I see why it's taking so long. :) Very nice work!



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