SGIMMPWorkStation 2.X.

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sgi1981
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SGIMMPWorkStation 2.X.

Postby sgi1981 » Tue Aug 15, 2006 2:12 am

Soon I shall give an opportunity to take advantage of the new version of the compiler of the images.
The version 2.0 (beta).
It - is much more opportunity.
The image of the main window of the program...

http://img43.imagevenue.com/img.php?ima ... _421lo.JPG

Rampage
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Postby Rampage » Sat Aug 19, 2006 1:57 pm

I declare voting for all! I think, that this compiler should be only a wcx-plugin to Total Commander (aka Windows Commander). (I use only it. No an explorer, windows and desktop on my PC. It is freeware. I can place on my site for free d/l.)
New compiler will look as this Commander, but will not have all its great functionality. And you will have two commanders, for what?

Who agrees with me? Who uses Total Commander and/or only it? What you think about...

sgi1981
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Postby sgi1981 » Wed Aug 30, 2006 10:09 pm

Hi friends !


I present for you my created program, which, I hope, will facilitate your work
http://sgi.bigtruck-canada.ca/my%20prog ... %202.X.zip

gives the following opportunities:

1. Packing the images of formats "*.BMP", "*.JPEG", "*.PNG", "*.TIFF", "*.GIF", "*.EMF", "*.WMF", "*.ICO" in archives "*.MMP" of the images in transcoding modes:
8 bit per pixel (palette)
24 bit per pixel (True Color)
32 bit per pixel (True Color Alpha).
2. Extraction from archives "*.MMP" of the images in files "*.BMP".
3. Direct stream copy or direct stream move of the images from one "*.MMP" - file in another "*.MMP" - file in overwrite modes of the existing same images or ignoring of copying in case of presence of the same image.
4. Renaming the image contained in "*.MMP" - a file.
5. Removal of the images from "*.MMP" - file.
6. Creation empty "*.MMP" - file with the necessary name.

sgi1981
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Postby sgi1981 » Thu Mar 15, 2007 10:08 pm

I modernized the compiler of textures.
Download it is possible under the same reference
http://sgi.bigtruck-canada.ca/my%20prog ... %202.X.zip
Has added an opportunity "export textures list" to a file DAT.
For this purpose it is necessary to go in a file MMP, to allocate necessary textures, then choice of the menu "File / Export textures list... ", the program will offer to enter a name of a file (without expansion, the expansion is added by program), and the file with the list textures for import in LED is created.
For example
1
acant. BMP
acant
acant2. BMP
acant2
ad1. BMP
ad1
ad2. BMP
ad2

brian
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Postby brian » Sun Mar 18, 2007 5:27 am

Fantastic tool sgi1981[:)]

Whenever I move files into an empty .MMP I get the following message:
<font color="red">Access violation at address 00452873 in module 'SGIMMPWorkstation 2.0(beta).exe'. Read of address 00060006</font id="red">

The move works (so its no big deal) but I always get that message.

sgi1981
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Postby sgi1981 » Fri Mar 30, 2007 11:37 am

To <b>brian</b>
Give me a configuration of your computer

brian
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Postby brian » Sun Apr 01, 2007 11:35 am

My system specs:
Pentium4 1.7Ghz
1 Gig ram
Windows XP servicepack2

I don't know if this helps but...

I noticed the <font color="red">Read of address</font id="red"> number changes but the <font color="red">Access violation at address</font id="red"> number is always the same.


The program still works though. I have made a nice new MMP file and it works just fine[:)].

sgi1981
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Postby sgi1981 » Mon Apr 02, 2007 9:54 am

You loaded from my site the new version of my program from the moment of my message 15 Mar 2007: 22:08:47?

brian
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Postby brian » Mon Apr 02, 2007 8:37 pm

Yes, but I also re-downloaded the other day.

sgi1981
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Postby sgi1981 » Tue Oct 09, 2007 2:15 am

I have a little changed the program-compiler of MMP-files.
The reason in the following.
Recently I have installed package Service Pack 2 for Windows XP.
When has tried to test the program - it was not started and there was a reference to storage error.
And so, I have corrected this error, and now the program is fulfilled and under Service Pack 2 too.
http://sgi.bigtruck-canada.ca/my%20prog ... %202.X.zip

esfumato
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Postby esfumato » Mon Oct 22, 2007 11:20 pm

About the textures, I have the Textures of Vampire the masquerade redemption in *.BMP format.
Some of them are not in 128x128 pixels, so I want to know if that textures will work in BOD or if I have to rezise them or fit them, because the textures some times are "puzzles" created with smaller images that when them are all together create a bigger draw.

This is an example, 6 images at 256x256 that create a 768x768.
http://img99.imageshack.us/img99/5455/c ... plera6.jpg

The game also have smaller than 128x128 pixel. ¿How should I to upload them to a server?

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prospero
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Postby prospero » Mon Oct 22, 2007 11:47 pm

From my experience they should work in any size. But I read somewhere that less memory is used if they are in multiples of 2 and square.

There are some puzzle type ones in NWN that seem to be intended for various objects. Some use only some parts of the pic but some parts are common to different objects. [8)]

If you resize a small image to make it bigger, it does not look any more detailed, in fact they can look worse. But most of the time you can reduce the image size without loosing too much (if any) detail. There is no real gain in going to huge sizes (1024x1024+) unless the object it is applied to is really big. A 1024sq bitmap file is 64 times bigger than a 128sq. A 2048sq one would be 256x bigger.[:0]

Vasja
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Postby Vasja » Tue Oct 23, 2007 12:28 am

Due to this reason are used -
1) Compressed format for texture - to store on disk and
keep in RAM.
2) On the fly compression-decompression upon any re-
quest from video processor or any raster operations.
But Blade doesn't support textures of such kinds.

esfumato
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Postby esfumato » Tue Oct 23, 2007 10:51 am

I will upload them as the size they are, but in *.BMP format so them will be prepared to be used in BOD.

sgi1981
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Postby sgi1981 » Tue Oct 23, 2007 11:33 pm

Blade supports compression of textures.
I experimented with textures the big sizes (8192*8192) which have a primitive picture, using engine D3d.dll. I know, that engine D3d.dll does not use OpenGL and DirectX, and uses the main processor. But in memory the size of textures in bytes has appeared less, than it is required on a disk.

If textures are not square - they will be packed in MMP, but during game of their map will be scaled to square forms.


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