and convert colour space to 24/32 bpp they become much darker than their originals, even you didn't change anything at all.
Before, I tried to pack some textures to mmp files and know that sgi's mmp compiler although excellent with 24/32 bpp images,
when it comes to save 8bpp mmp does some mess in opposition to BaBx which does it very well, but is laborious and not very user friendly.
I couldn't use it to read mmp file though, so I tried to do some trick and see whether it will change something - to save texture through
game engine itself.
here is what I found: there is way to read texture from mmp
what it does is read mmp and loads textures somewhere, and you can access their names and handle through 'Raster' module but that's it - you
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# @ Scripts/Demo_Stuff.py import BBLib import Raster BBLib.ReadMMP("../../Data/logorebel.mmp") logo_rebel=Raster.BmpHandle("LOGOREBELALFA") print logo_rebel >>> 56 Raster.BmpName(56) >>> 'LOGOREBELALFA'
cannot access them to save into file
althought there is way to save bitmaps through engine - with BBLib, but not the same textures that reside in Raster
but I can't find the way to marry B_BitMap24 which is some class in BBLib module with textures that can be accessed by their handles
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image1=BBLib.B_BitMap24() image1.ReadFromBMP("../../Data/SunFlare.bmp") # similarly, image1.ReadFromFile() will work with .jpg image1.GetDimension() >>> 128, 128 image1.SaveToBMP("flara1.bmp") >>> 1
with Raster module only ( which doesn't have any method to save files - it's for drawing on a screen after all)
anyone have some idea how to solve it?