Fix for transparency/black splotches
NOTE: It is reported this is not compatible with texture upgrade (discussed here). If you use these updated textures, experiment at your own risk.
NOTE: I have only tried this on EQ Titanium, so I am unsure how/if it will work on other clients. I haven't time to work on this in months, so instead of it stagnating, I'm releasing the executable and relevant .bat for the community as a whole. Hopefully something good will come of it! -------------------------------------------------------------------------- Ever notice half elf visors are sealed shut? Eye of Zomm is black? These issues and many more can be fixed. Original credit goes to Ropethunder for creating the transpfx.exe file. Examples of fixed textures: http://3dfolio.com/files/p99_texture_fix01.png Other notable fixes:
To use:
Known problem: The female human plate helm shares the same texture as the male human plate helm but does not use transparency. As a result of enabling transparency for the male plate visor a small porthole has appeared in the back of the female plate helm. http://3dfolio.com/files/helm_fix3.jpg Part 2: For modifying the .bat file, creating your own fixes, or knowing wth is going on: Identifying the offending texture: Launch S3DSpy. In the left pane, there's a list of all of the texture packs in the directory. Player race textures are generally in global_chr.s3d. There's a common nomenclature for player race texture naming: 2 char. race abbrev. + 1 char. gender abbrev. + 2 char. body part abbrev. + 2 digit armor type + 2 digit texture index An example: I want to find the texture for an ogre male chain chest piece. Race = Ogre (og) Gender = Male (m) Body Part = Chest (ch) Armor Type = Chain (02) So all textures named ogmch02##.bmp are going to make up the chain chest appearance on an ogre male. You can highlight them in the right pane and click the view button to see if you're looking at the right texture. Code:
Abbreviations that I know so far: Fixing the texture: Now that you have the texture name and texture pack name, it's time to actually fix the problem. The most common issue is that there is a certain RGB value in the color palette (almost always the RGB value at the very top-left of the texture) that is getting mapped to straight black. In the case of some textures that utilize a single-color palette (most often on the feet), the entire texture will end up black. Most of the time though, there will just be random black spots on the model where they shouldn't be. http://i47.tinypic.com/23t4gu9.jpg In all of these cases, it's a non-transparent palette entry that is now black. So what we want to do is use the -rt option of transpfx.exe to completely remove the transparency for that texture. More on setting up the script below. The other known case is where black splotches appear in the place of pixels that are actually supposed to be transparent (represented by magic pink in the texture). This was the case with Trakanon: http://i42.tinypic.com/104f6tz.jpg To fix these cases, we want to use the -mp option of transpfx.exe to enable transparency for magic pink pixels. Appending to the batch script: Open the .bat up in a text editor. If you're fixing a texture in a pack/option combo that already exists, then you can just add the texture name to the end of the texture list that's being modified in that pack. For example, let's say I want to remove transparency from "elmhe0062.bmp" in global_chr.s3d. The texture list "rt_global_chr" is already being processed through transpfx.exe with the -rt option on the global_chr.s3d pack. So all I need to do is append my texture name to the list like so: Code:
set rt_global_chr=%rt_global_chr%,elmhe0062.bmp Code:
set rt_sebilis_chr=funch0001.bmp Code:
echo. Instructions courtesy of kanras. Enjoy! |
That is some interesting information. Thanks for sharing, Nilbog!
I haven't done much testing on that, but I am certain I have seen that issue in a few places (specifically the evil eye for sure). Do you know if that is just an issue with the specific client that is Titanium? If the issue is purely client-side, then I would assume it would have been fixed at some point, so it may not exist in the newer SoF+ clients, though I would need to test to verify. If it isn't client specific, and doesn't happen on Live as well, then it seems like it could possibly be an unknown field in the spawn struct for toggling transparencies or something. Again, I haven't done any research on this, so I may be completely off, but I can definitely imagine a field like Helm Texture that is used for turning transparencies on or off. I recall seeing a post some time in the past year about setting models in newer clients to be all black, but I don't recall the details, though it sounds like it could be related. Let me see if I can find it. Edit - Found it: http://www.peqtgc.com/phpBB2/viewtop...ighlight=black Not quite the same thing being referred to there, but it is still stuff that could possibly be related to unknowns in the spawn struct. |
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Nilbog sorry to necro a old thread though this thread probably should have received a sticky this was nice work sir, but can the .bat file that tells transpfx.exe what to patch be configured to replace any .s3d textures? Like can this be used for patching texture in more ways than transparency fixing glitches say customizing zone textures.
For example you could in theory have a .bat that would replace Oasis textures for Great Divide textures inverting their overall look and feel. Now a great use for it would be to retool the textures for zone_points say you want to put the entrance to guk over in qeynos where black burrow is and black burrow over in innothule you could now do that and actually make the textures match right. Can this be done by configuring the .bat file the right way in theory? Sorry that was a quickie attempt could look far better, but you get the idea Unrest with a couple of Nexus textures replacing some of the defaults. http://i127.photobucket.com/albums/p...ps8eb1fa73.png |
Main post updated with new download link.
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Still hoping for a version of this tool that fixes the textures for newer clients. RoF2 doesn't actually use bmp textures anymore, but you would think it does just looking at the s3d files because they didn't bother to remove .bmp from the filenames when everything was transferred over to DDS file type. As is, this tool will only work with Titanium and RoF2 texture transparencies are still broken
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I don't know what RoF2 is so I'll need very specific details about which client to use, which race/armor and or world zone/coordinates to look into this. |
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