krystalgamer wrote:You're compiling it manually. When there's a Makefile just type "make". It'll do everything for you.
-std=c11 defines the newer standard of C, the C11, which i use for the anonymous structures
-g is for debug symbols
-mno-ms-bitfields is used because newer versions of gcc have trouble packing the structures, even expliciting telling it (__attribute__((packed))) is not enough.
thanks! but whenever i type "make" i just get this error:
'make' is not recognized as an internal or external command, operable program or batch file.
i launch MinGW command prompt and change directory to where the makefile is and type "make" but get that error always.
ok i got it working by typing "mingw32-make" instead
Nice, if you want you can rename the mingw32-make.exe to make.exe or if you're using MSYS2 you can run pacman -S make to install it. (Also mingw32-make is just as fine as make
Rutabaga wrote: krystalgamer wrote:
My texture repacker is finally done
Check the code here: https://github.com/krystalgamer/spidey-tools
For real, it's a huge pain in the ass to create custom textures. You're limited to 256 patterns of 4 colors. Unless someone develops a plugin or a image editor that allows to keep count of them custom textures won't happen this way.
If you intend to create custom textures make sure to save them as BMP 16Bit RGB565! The only image editor i know that allows to do so is photoshop :/ sorry, hope everyone interested can find its ways.
Btw here's a little demo of the tool: https://www.youtube.com/watch?v=bLyL9-Jk5ks
This + the custom file loader allows me to live edit the textures which is amazing for testing
I'll be writting a custom texture loader that allows to load them from the disk
Thanks for such amazing tool,can't wait for release (i know,i can download tool now,but i'm noob in compiling and etc. stuff)
Btw,what means "you're limited to 256 patterns of 4 colors" if i wanna create skin from PS4 game or CW/Homecoming i can't then?
Edit: I made a homecoming SM chest,it has no webs (working on it)
can you test it plz?
https://mega.nz/#!b851wJ7R!opjK7o5qn-bf ... F7cY55VFj8
There's a a space of 0x800 bytes for the colors on the PSXPVR file. Since it is 16bpp then there's a max of 0x400 colors there but the colors are being read 4 at once, that's what i call i pattern. Because of that the max number of patterns is 0x100 aka 256. If you want an ideia of what's a pattern in the actual image, set your pencil brush to a square brush of 2 px wide, this way you'll be using a pattern when paiting, BUT paint only odd and even rows and columns, or else you could be end up creating 4 new patterns.
With this i mean considering the pixel count start from 0, a pattern is ((1,1);(1,2);(2,1);(2,2)) if you paint this you'll be adding a pattern(if it already is not used) but if you paint ((1,2);(1,3);(2,2);(2,3)) you'll be creating 4 new patterns.
Doesn't work way too many patterns. Yours uses 4746. Also i had to save again your texture.
Make sure to save it has a 16bit bitmap RGB565 and FLIP ROW ORDER as I showed in the video.