Page 5 of 5

Re: 32-bit mode hook

Posted: Mon Jan 02, 2023 5:45 pm
by blue_max
I agree with Jeremy: the fix would be to modify the .mat file to also use the same "_fg_" suffix for the affected textures.

Re: 32-bit mode hook

Posted: Tue Jan 03, 2023 2:28 am
by Master Qui-Gon
JeremyaFr wrote:
Mon Jan 02, 2023 12:23 pm
When a skin is applied to a texture, the hook appends "_fg_" to the texture name, followed by the color index.
If the Effects DDraw doesn't support that then it may explain why normal maps don't work with skins.
Ok, Thanks that makes perfect sense.

Re: 32-bit mode hook

Posted: Tue Jan 03, 2023 3:22 am
by Master Qui-Gon
blue_max wrote:
Mon Jan 02, 2023 5:45 pm
I agree with Jeremy: the fix would be to modify the .mat file to also use the same "_fg_" suffix for the affected textures.
I tried adding this line...with and without the c in fg..

[Tex00000,Tex00000_fg_0,Tex00001,Tex00002,Tex00003]
NormalMap = Effects\SlaveOne.dat-0-1

No luck

Re: 32-bit mode hook

Posted: Thu Jan 05, 2023 5:34 pm
by blue_max
Just to close this question, the solution was to name the textures with the format:

TEXNNNNN_fg_M_SKINNAME

in the .mat file. For this example, they look like this:

[Tex00000_fg_0_Default,Tex00000_fg_1_Default,Tex00000_fg_2_Default,Tex00000_fg_3_Default]
NormalMap = Effects\SlaveOne.dat-0

and a different section has to be added for each skin.

Re: 32-bit mode hook

Posted: Thu Jan 05, 2023 7:19 pm
by JeremyaFr
blue_max wrote:
Thu Jan 05, 2023 5:34 pm
in the .mat file. For this example, they look like this:

[Tex00000_fg_0_Default,Tex00000_fg_1_Default,Tex00000_fg_2_Default,Tex00000_fg_3_Default]
NormalMap = Effects\SlaveOne.dat-0
Hello,
Since all the texture markings share the same normal map, it might be better to have only:

Code: Select all

[Tex00000]
NormalMap = Effects\SlaveOne.dat-0
Then from the Effects DDraw code, search in the texture name the string "_fg_" to get the texture base name.

Re: 32-bit mode hook

Posted: Thu Jan 05, 2023 7:21 pm
by blue_max
JeremyaFr wrote:
Thu Jan 05, 2023 7:19 pm
Hello,
Since all the texture markings share the same normal map, it might be better to have only:

Code: Select all

[Tex00000]
NormalMap = Effects\SlaveOne.dat-0
Then from the Effects DDraw code, search in the texture name the string "_fg_" to get the texture base name.
Yeah, that would work, and then if someone wants to add a custom normal map for a specific skin, they can add new lines to do the override. Yeah, that's a great suggestion, Jeremy.

Re: 32-bit mode hook

Posted: Wed Mar 08, 2023 7:28 pm
by JeremyaFr
UPDATE

Hello,
I've updated the 32bpp hook.

I've fixed a crash with compressed skins.

Re: 32-bit mode hook

Posted: Sat Mar 25, 2023 3:06 pm
by Mauricio
JeremyaFr wrote:
Wed Mar 08, 2023 7:28 pm
UPDATE

Hello,
I've updated the 32bpp hook.

I've fixed a crash with compressed skins.
This update is released AFTER the 5.5 patch? So, can I install it or it not necessary?

Re: 32-bit mode hook

Posted: Sat Mar 25, 2023 7:05 pm
by JeremyaFr
Hello,
If the game is working fine for you then it is not necessary to update the hooks.

Re: 32-bit mode hook

Posted: Fri May 19, 2023 4:03 pm
by JeremyaFr
UPDATE

Hello,
I've updated the 32bpp hook.

I've improved fps by grouping facegroups by textures.

Re: 32-bit mode hook

Posted: Fri Jul 14, 2023 6:53 pm
by JeremyaFr
UPDATE

Hello,
I've updated the 32bpp hook.

Changes are:
- add support for the BC7 texture compression format for the backdrops

Re: 32-bit mode hook

Posted: Fri Aug 04, 2023 1:15 pm
by JeremyaFr
UPDATE

Hello,
I've updated the 32bpp hook.

Changes are:
- improve textures loading time

Re: 32-bit mode hook

Posted: Thu Oct 26, 2023 5:54 pm
by JeremyaFr
UPDATE

Hello,
I've updated the 32bpp hook.

Changes are:
- fix a crash when reading dat images