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Tropical Freeze Textures: the TXTR format. RTB and Parax pretty much figured it out.
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awesome! Tried it out myself, works great! Some of them definitely aren't coming out right (can't even view some of them) but most of them look fine, so this is a really really good start!

That's interesting about the animated textures. I think I just noticed the value's relation to the data and assumed it was for depth textures, since obviously I wasn't able to decode the textures to see what was actually different. Retro's older games all did animated textures by sticking multiple frames within the same texture and then using a stepped UV animation to scroll between them... this definitely looks like a better way to do it. Wonder if one of the other values controls the speed of the animation, or maybe that's just entirely handled in the shader?

edit: Tried it on Mangrove Cove and Lord Fredrik, both worked fine. I think the "animation frames" value is actually just a way of storing multiple images in one texture and animations is just one particular way it's used - I'm seeing it being used on other textures where it clearly isn't meant to be an animation (it seems like most levels have a really big texture - probably a light/shadowmap? - that contains a bunch of sub-images). So it's not specific to animations.

Random highlights: I found the texture for DK's 3DS

[Image: CW_GOy2UsAAr8AC.png:large]

and there's also an extremely low-res version of the Japanese DKCR title screen in the files for Mangrove Cove for some reason

[Image: CW_HvmKUEAA9uXy.png:large]
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RE: Tropical Freeze Textures: the TXTR format. Might ALMOST be cracked! - by Parax - 12-24-2015, 05:54 AM

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