Jump to content

[TUT]Converting R16 images to TGA


Recommended Posts

Posted
Looking good. Excuses for complaining right away, but I would rather have a zoom function that enlarges the image on "pixel level" so no blur. You have opened a .R16 file, but the "Bits Per Pixel" still says 8? A little luxury would be if I can export the images without the pink background and a nice big button that says "Export all". :-)

Yep that's fine, I can add nearest neighbour filtering.

 

The BPP is per entry, what it says there is actually correct, many sprites inside R16s are actually 8 bit.

 

Yep, I can add an Export All as well :-)

  • Upvote 1
  • 3 weeks later...
Posted

Sorting out the button alignment issue for the high res patch means that I figured out the format of UI_ENG, so the Resource Editor can now load any of the R8 and R16 files that come with Dune 2000.

 

The only thing I still need to figure out are the images in Data.R* which use a referenced palette, I haven't got a clue where the palette is that they're using. This is the same problem that the Game Archive UnPacker has. Once I figure out those palettes, we'll have a Resource Editor that can edit every sprite in every .R8 and .R16 file.

  • Upvote 2
Posted (edited)

I have removed the contents of this post because it is obsolete.

Edited by mvi
Posted

Cracked the final sprite type, turns out it was actually very simple.

 

yBqfpM8.png

 

By comparison, this is what the Game Archive UnPacker produces:

 

xKr03oU.png

 

This resolves all sprite issues in DATA.R16 and some in DATA.R8. There is now only one sprite issue, which is the shroud sprites in DATA.R8. Other than the 8 bit shroud, every Resource sprite can now be loaded (and thus edited).

  • Upvote 3
Posted
Cracked the final sprite type, turns out it was actually very simple.

 

[img=http://i.imgur.com/yBqfpM8.png]

 

By comparison, this is what the Game Archive UnPacker produces:

 

[img=http://i.imgur.com/xKr03oU.png]

 

This resolves all sprite issues in DATA.R16 and some in DATA.R8. There is now only one sprite issue, which is the shroud sprites in DATA.R8. Other than the 8 bit shroud, every Resource sprite can now be loaded (and thus editied).

greta mvi...

nice job...

i'm still waiting for you to finish it...

but how did you fix the file???

Posted

Looking good. Excuses for complaining right away, but I would rather have a zoom function that enlarges the image on "pixel level" so no blur. You have opened a .R16 file, but the "Bits Per Pixel" still says 8? A little luxury would be if I can export the images without the pink background and a nice big button that says "Export all". :-)

 

I had to rewrite how the images get rendered, but zoom now renders using nearest neighbour, instead of fltering.

 

A5Omx7t.png

  • Upvote 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.