25-06-2016, 06:19 PM
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Posts: 177
Threads: 14
Joined: Feb 2015
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I spent more time on this than I care to admit, but I have been working on texture encoding and replacement and have learned a few things. First, the texture table must be sorted, which kind of defeats the purpose of having a nice lookup table. If the texture offsets aren't sorted, the game will lock up in certain places, even if you just swap existing textures.
Second, texture compression type 1 is actually pretty slick. It sacrifices the least significant bit of green in RGBA to allow for lookback block copying. I was able to make a simple encoder.
As a demonstration, I did a terrible job reskinning the A-Team van as the Mystery Machine:
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