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Megatextures research

Get your graphics formats figures out here! Got details for others? Post here!
daemon1
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Re: Megatextures research

Post by daemon1 » Sat May 20, 2017 2:59 pm

Finally found a problem that was causing the face to be too red. Fixed now.

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Re: Megatextures research

Post by volfin » Wed Jun 07, 2017 10:15 pm

:stalk:

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Re: Megatextures research

Post by volfin » Thu Jun 15, 2017 6:41 pm

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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Re: Megatextures research

Post by daemon1 » Thu Jun 15, 2017 6:55 pm

volfin wrote:Any updates on the Evil Within tool?
we're working on it

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Re: Megatextures research

Post by OriginOfWaves » Fri Jun 16, 2017 2:12 pm

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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Re: Megatextures research

Post by daemon1 » Fri Jun 16, 2017 4:09 pm

it will probably support it after EW

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Re: Megatextures research

Post by fil1969 » Sun Jun 25, 2017 6:37 am

any news about tew support? :D

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Re: Megatextures research

Post by spartan1096 » Sun Jun 25, 2017 8:01 am

Will it support Wolfenstein the Old Blood?

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Re: Megatextures research

Post by daemon1 » Sun Jun 25, 2017 9:11 am

yes it will
but there's no estimate time

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Re: Megatextures research

Post by daemon1 » Sat Jul 01, 2017 5:56 pm

After a few days of struggling with Wolfenstein Old Blood special image types, now i can decode them.

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Re: Megatextures research

Post by volfin » Sat Jul 01, 2017 10:44 pm

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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Re: Megatextures research

Post by daemon1 » Sun Jul 02, 2017 8:33 am

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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Re: Megatextures research

Post by daemon1 » Sun Jul 02, 2017 11:35 am

Rage. Only diffuse HDP decodes. Normal and specular are different again.

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Re: Megatextures research

Post by daemon1 » Sat Jul 15, 2017 3:07 pm

EW progress. Animations are working. https://youtu.be/84SQr3Rgcrc

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Re: Megatextures research

Post by volfin » Sat Jul 15, 2017 5:27 pm

Oh you're going for the whole pie, Now I see why it's taking so long. :) Very nice work!

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