#1 posted by necros
on 2014/11/05 21:29:52
very cool! i really like the normals and fullbright baking! I guess this could be used on doom3 textures and such??
Dude This Is Epic
#2 posted by RickyT33
on 2014/11/05 21:46:02
1 - You could really freak some of the old school Quake dudes with the set you generated for E1M1 - it's like the Quake textures but something just seems slightly wrong... or different, I just cannot put my finger on it....
2 - Do you think you would consider making a tool or adding a tool that does simple conversion from Quake 1 .wad to Valve Wad3 format, but with the hlwad extension? Hammer/Worldcraft editor users keep falling on their asses when it comes to converting textures for the editor. O_O
3 - Big massive props!
#3 posted by Baker on 2014/11/05 21:56:25
Does it force Quake texture size rules? i.e. (All texture dimensions must be multiples of 16.)
Hey SavageX, Long Time No See!
#4 posted by Spirit
on 2014/11/05 22:18:42
Baker was too shy to mention his http://forums.inside3d.com/viewtopic.php?t=1975
But this is Java so yay for cross-platform. And the fullbright generation sounds ace.
#5 posted by SavageX
on 2014/11/05 22:25:53
Yes, this tool should work for Doom3 textures. Of course, they'd need to be converted to PNG first (e.g., with mogrify) and be renamed according to Quake naming conventions (for instance, the name cannot be longer than 15 characters).
As for WAD3: Do you mean a converter from Quake WAD to Half-Life WAD, or a similar tool (but targeting WAD3 instead of WAD2)? This for sure would be possible, but I'd have to dive into the Half-Life texture format a bit (how many MIPs? How is the per-texture palette encoded? Are there fullbrights? etc. etc.).
The tool currently does not enforce Quake texture size rules. You will get a WAD with strangely sized textures (the WAD format itself has no multiples of 16 limitation). Perhaps I should output a warning (it does if the texture name is too long).
#6 posted by forgotten on 2014/11/05 22:42:25
how much of the qrp did you convert?
#7 posted by RickyT33
on 2014/11/05 22:44:27
quake.wad -> .hlwad
AFAIK it's a very similar format in many respects, but the bit-depth is obv. higher.
As long as txqbsp or tyrutis can compile the .hlwads, and Worldcraft 3.3 or Hammer 3.4 & 3.5 can load the textures, then it would be a win :)
#8 posted by Baker on 2014/11/05 23:13:13
You should really take the time to enforce the texture rules --- you went to all the work to make this, after all.
A tool that creates invalid texture sizes shifts the time and energy to the user.
A good tool minimizes the burden on the user.
One opinion, maybe even wrong.
My old tool doesn't have much to do with this, except that I know of many quirks in texture conversion. It was a decent effort for 2010, but I would do it differently today.
#9 posted by SavageX
on 2014/11/06 17:49:08
@forgotten: I converted the complete QRP map texture packs, without the map-specific textures.
I now enforce proper texture dimensions. The tool will now also request that the user provides an output file name, instead of just dumping output into a fixed "output" dir.
Fresh binary at http://maikmerten.de/quaketexturetool/releases/
#10 posted by Baker on 2014/11/06 21:06:28
I now enforce proper texture dimensions.
Great! There are lots of junkie texture conversion tools out there, what is needed are nice ones that work on all platforms and that you can trust the output!
#11 posted by SavageX
on 2014/11/09 16:37:10
I uploaded a new version of the tool over at http://maikmerten.de/quaketexturetool/releases/
One can now specify how strong the dithering should be. Turns out not going overboard with dithering can significantly improve quality, and the default setting are now adjusted accordingly.
#12 posted by momo on 2015/05/19 16:23:07
Nothing happens when I run this file. Sometimes I can just see javaw.exe appear and instantly close in task manager but usually not.
#13 posted by necros
on 2015/05/20 01:58:37
not sure, when I run with java QuakeTextureTool-20141109.jar I get a can't find main class error, but the main class is defined in the manifest and is present... so not sure at all... O_o
write once, run anywhere ;-)
#15 posted by Spirit
on 2015/05/20 10:04:39
runs fine on my superior free GNU/Linux operating system!!!11
You guys used the -jar parameter?
#16 posted by momo on 2015/05/20 11:10:46
Yes I used -jar from the command line and made sure it was set to launch with javaw.exe" -jar "%1" %* in the registry. So I take it this just doesn't work on Windows?
This is a major problem for me and my map :S Not sure how to continue now since the geometry is depending on what I can do with textures.
#17 posted by Spirit
on 2015/05/20 11:30:22
#18 posted by momo on 2015/05/20 11:55:33
Yeah probably. I will try and see.
OS X Master Race
#19 posted by Jon on 2016/01/05 11:07:00
You probably don't want to use javaw.exe since this isn't a GUI tool but a command-line one. I just tested the binary (with java -jar ...) and it works fine on Mac. Sorry I don't have a Windows instance handy to confirm it there. But You almost certainly need to run it from within a command prompt.
#20 posted by xaGe
on 2018/01/08 03:22:25
Question: I'm guessing the "slight update to POM file" on the gitHub
doesn't warrant new binaries? TY
Your tool works very well.
#21 posted by SavageX
on 2018/01/08 06:44:37
No, that change does not require new binaries, this was merely a build system change.
Is There A Way To Prevent Fullbrights?
#22 posted by Qmaster
on 2018/01/08 18:53:03
#23 posted by SavageX
on 2018/01/08 18:58:50
the tool will only place fullbrights if you place a separate _luma file.
So if you have these files
lamp1_luma.png (or lamp1_glow.png)
then fullbright colors will be used where the _luma file is not black. Without a _luma file (just lamp1.png) the resulting texture "lamp1" should not have any fullbright pixels.
#24 posted by lpowell
on 2018/01/14 02:58:56
So now I can finally try to make a map with Silent Hill textures? Nice.