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Thread: Paatool 1.1 released

  1. #1
    PAATool 1.1 is now available, quick list of changes:

    - Fixed buffer overrun in compression code which sometimes caused crashes or produced invalid texture files
    - Added option to mark texture file so that OFP does not try to interpolate alpha channel for DXT textures
    - Sharpening filters are only applied to mipmap textures
    - Compression for non-DXT textures is still too slow, optimized version has too many bugs.. maybe in 1.2

    Download it here

  2. #2
    Gunnery Sergeant
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    May 24 2002
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    Author of the Thread
    About new option: what's the difference between whether alpha channel is filtered or not? I'll just post two pictures for comparison:

    Textures converted with default options


    Textures converted with "No alpha filtering on"


    Note that you just can't reconvert your old textures to make them behave properly after you've binarized them - binarize reads texture headers and marks faces so that they're rendered differently. You need to binarize your model again with fixed textures to make them work properly ingame.

  3. #3

    Post

    AWSOME!!! works great

  4. #4
    Real great, downloading...
    Old account for MiG

  5. #5
    awesome work !
    That's really great stuff you did there

  6. #6
    AMAZING !!!!!!

    More stuff like that !!!

    THX ..



    U can send me all Your static anims wishes

  7. #7
    Thanks for the quick response about advising using dxt1 compression when using "No alpha filtering on".

    Further question.

    Advice on other settings to avoid loss of detail that seems to happen when using the "No alpha filtering on".

    I ask as I ran the "No alpha filtering on" on a wire fence texture, and in game the fence has a couple of small blocks and that it, the wire seems to have shrunk to nothing.

    Should I increase the distance at which the alpha works from the concerned textures?



    CBF Ship Building Industry
    Former leader of the now closed 1982: Flashpoint in the Falklands team
    Permissions still required to use FLK models, all it takes is asking (via pm not a thread please)

  8. #8
    Gunnery Sergeant
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    May 24 2002
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    Finland
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    Author of the Thread
    Without seeing original texture it's hard to tell, but make sure your alpha channel contains only total black or white values (for example in Photoshop run threshold filter for alpha channel) before converting them with PAATool...

    Otherwise you will lose some detail in conversion.

  9. #9
    I shall look at that..

    Small request...

    I have about 600 unique texture to convert to paa, any chance of a bulk converter??

    The alternative would be I suspect almost a days work manually one by one.

    I cant get away from the number of files, its for a very special project.

  10. #10
    Gunnery Sergeant
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    May 24 2002
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    Finland
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    522
    Author of the Thread
    Quote Originally Posted by (CBFASI @ May 23 2004,22:22)
    I shall look at that..

    Small request...

    I have about 600 unique texture to convert to paa, any chance of a bulk converter??

    The alternative would be I suspect almost a days work manually one by one.

    I cant get away from the number of files, its for a very special project.
    I just haven't got extra time right now, I near future I may update older command line vesrion with some of the features...

    However source code is included, it really doesn't take much programmer skills for someone to modify it to do batch conversions. And nowadays Microsoft is even giving their optimizing compiler away freely...

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