30-06-2017, 04:01 AM
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Posts: 112
Threads: 3
Joined: Aug 2015
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DryBoney, I'm having trouble getting your issues to reproduce on my computer. Though I am doing minimal changes like importing 1 song only, and replacing textures with other, existing textures. It'd help me out if you gave me more information (how many songs do you replace before it refuses to load the file) or even giving me the m64 files to try importing myself and seeing the issue.
This goes for the animated texture replacement too. If you can provide me one of or multiple of the images that are crashing Pitstop, I can see what I can do. That code is especially dangerous; if you import a texture that compresses to a larger size than the original compressed texture, it'll overwrite the following texture and cause the system to crash when loading it.
Due to the compression used, and the lack of texture pointer tables, you have to replace textures with images that compress smaller than the original image. Which means usually that, if it's not a kart image or a course floor related texture, it'll be difficult to replace. Usually the images cannot be more complex visually than the image they replace. That's the current limitation of the system, though it could be averted if I could find some actual pointers to these damn textures.
Finally, on the Chomp Shop, it's meant to be empty when first loaded. You either create karts from scratch there, or you export them from Pitstop and then load them into Chomp Shop.
I am all on board with making this tool as good as it can be, and I've actually finally gotten full renewed interest in it again (I think I've already put in >10 hours this week on getting past the 3d rendering block I was stuck at). If you want to talk in a more immediate form about this, I can send you my Discord info.
EDIT: MRKane, I just realized the issue with that black border. Yeah, it's on Pitstop's end. The thing is that there's a limited palette of colors that every kart image can draw from (I believe it's 196 unique colors for each character). In order to save as much color as I could, I used only one transparency color for everything with an alpha of 0. I'll write up some stuff tomorrow to see how it'll look if I spend a few more palette spots on the transparencies directly surrounding the opaque pixels, it should fix up the issue completely.
(This post was last modified: 30-06-2017, 04:31 AM by mib_f8sm9c.
Edit Reason: More info
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