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#163 1.12.26 - animated texture frames higher than 64x64 corrupts pog file when level saving

None
open-works-for-me
nobody
None
5
2016-01-03
2015-10-30
No

Whenever I replace (for example) frames for the forcefield 01 texture with textures (TGA) that are (for example) 128x128 for all of its frames and exit the texture manager and save the pog and then I saved the level file and the pog file becomes corrupted upon (re)loading the rl2 in the hog and thus crashing the editor

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Discussion

  • Sirius

    Sirius - 2015-12-01

    Diagnosis - the cause seems to be that the hi-res texture frames are stored in the POG as separate images. DLE expects them to be a single contiguous image with the frames stacked one on top of the other, and mishandles it when they're not.

    So either it needs to be able to handle either case (but only if this configuration also works in D2X-XL - suspect it does though), or automagically convert separate frames into the single texture if it notices this is going on.

     
  • karx11erx

    karx11erx - 2015-12-01

    The problem is that hires animation handling apparently somewhere broke. I have the suspicion that this has to do with Sirius' new custom texture manager. I looked into it a bit yesterday, but this is a complex problem and I need to dig deeper into the code.

    I am not very happy that things that used to work get broken that way.

     
  • karx11erx

    karx11erx - 2016-01-03

    As far as I can tell this should work in DLE 1.12.27. You need to regard that a hires animation needs to have all animation frames vertically stacked in a single texture. Make sure to save your hires animations as UNcompressed TGA. You only need to overload the first frame of the basic low res animation you want to replace.

     
  • karx11erx

    karx11erx - 2016-01-03
    • status: open --> open-works-for-me
    • Group: -->
     

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