Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 689 matches
- Sat Sep 01, 2007 9:05 am
- Forum: Code Talk
- Topic: Visual Basic 8 - Running program with textbox additions
- Replies: 1
- Views: 2209
Visual Basic 8 - Running program with textbox additions
I figured I'd ask here in a familiar place. I have started my first programming course but this has nothing to do with it to be honest XD though it may help me get more an idea how things work. The idea here is to make like a simple visual frontend to a console program that would load from the same ...
- Mon Aug 27, 2007 3:29 am
- Forum: 3D/2D models
- Topic: CIR mesh format
- Replies: 19
- Views: 7833
- Sun Aug 26, 2007 11:51 am
- Forum: 3D/2D models
- Topic: CIR mesh format
- Replies: 19
- Views: 7833
- Fri Aug 24, 2007 10:52 pm
- Forum: Game Archive
- Topic: PSX-game: Alundra(.BIN)*updated info*
- Replies: 13
- Views: 5576
Deniz is still around, he's the most likely to help. He helped me immensely with Albion not long ago by making a quick efficient converter for it. Right now, he's working on trying to figure out a model that he himself requested but he may help here too. There are others as well. Some things just ta...
- Fri Aug 24, 2007 7:39 pm
- Forum: Game Archive
- Topic: PSX-game: Alundra(.BIN)*updated info*
- Replies: 13
- Views: 5576
- Fri Aug 24, 2007 2:06 am
- Forum: Graphic file formats
- Topic: TGA format problem
- Replies: 2
- Views: 2105
- Fri Aug 24, 2007 1:41 am
- Forum: Graphic file formats
- Topic: TGA format problem
- Replies: 2
- Views: 2105
TGA format problem
While attempting a texture mod of "Die by the Sword" I've realized that with my current TGA editor a problem has come. The problem seems to be that the original (eyes.tga_) is BIGGER than the new one (eyes.tga) hinting that my current tool is using an image compression. Is there any simple...
- Tue Aug 21, 2007 11:21 pm
- Forum: Game Archive
- Topic: Cave Story PSP
- Replies: 6
- Views: 2182
- Sun Aug 19, 2007 8:32 am
- Forum: Graphic file formats
- Topic: Graphics data in Breath of Fire III (Playstation)?
- Replies: 4
- Views: 3056
The graphics of Capcom games like BOF3 and so on have been a troubling issue that would be great if somebody could resolve them. Also, it is possible a change was made between BOF3 and BOF4. And it could be possible that a compression is used. I have planned to seek a resolve for it by grapping some...
- Thu Aug 16, 2007 11:01 am
- Forum: Graphic file formats
- Topic: Albion graphics (PC/DOS)
- Replies: 45
- Views: 16474
- Thu Aug 16, 2007 10:36 am
- Forum: Graphic file formats
- Topic: Albion graphics (PC/DOS)
- Replies: 45
- Views: 16474
I'll try it out now, though one question... For those like data099.dat (the animated torch, a 3D Object) how would it be handled? One image very long or is there a way the file tells where to cut the frames? Neither way bothers me but just curious. Strange unstructured formats are no fun. :| No argu...
- Thu Aug 16, 2007 5:22 am
- Forum: Graphic file formats
- Topic: Albion graphics (PC/DOS)
- Replies: 45
- Views: 16474
Strangely they changed something for the 3D Objects. They are 2D images as well but for some odd reason will not convert them. Do they work for you or did they change something for these? Edit: Backgrounds work but a similar problem is with tactical icons. I think these images lack certain... data O...
- Thu Aug 16, 2007 1:03 am
- Forum: Graphic file formats
- Topic: Albion graphics (PC/DOS)
- Replies: 45
- Views: 16474
Without any hitch it has successfully converted a monster graphic and all party full body graphics. Next is to try out 3D textures and objects which are done much like early FPS. Excellent work! :up: Still I am confused why a tool to handle XLDs was made but nothing to handle sound or graphics. Well...
- Thu Aug 16, 2007 12:23 am
- Forum: Graphic file formats
- Topic: Albion graphics (PC/DOS)
- Replies: 45
- Views: 16474
Works great so far, looks like you even included converting animation frames in separate BMPs from the # part, I'll have to try out an animated monster and see how that goes. :) Edit: Another success! :) Edit 2: Also I found the shared palette is I believe the one that isn't in a library but is an e...
