AGP Texture Index

Original URL: http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2509425

Archived from http://web.archive.org/web/20080521163345/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2509425#Post2509425

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DrKevDog

Polak, you made some progress on the indexing code for the PALNAME textures, did you do any work on the AGP textures indexing? Some new files found with possible expansion suggestions beyond default AGP folder/redxxxx.ini limitations.

[globaltextures]
1=cam3_9
2=cam3_10
3=plane_21
4=material
5=mattdead
6=mob_5
7=fx_4
8=cam3_22
9=cam3_23
10=fx_13
11=cam3_24
12=trg_11
13=cam1_7
14=cam1_9
15=plane_15
16=plane_16
17=cam1_10
18=cam1_20
19=TASKER2
20=cam1_22
21=cam1_23
22=cam1_24
23=plane_18
24=plane_1
25=plane_2
26=plane_3
27=plane_4
28=plane_5
29=plane_6
30=cam3_7
31=plane_8
32=MOB_3
33=MOB_4
34=TRG_1
35=TRG_2
36=TRG_3
37=TRG_4
38=plane_19
39=trg_17
40=cam2_7
41=Tex_52
42=cam3_20
43=exp_1
44=exp_2
45=exp_3
46=cam2_9
47=mob_1
48=cam2_10
49=cam2_20
50=tex_21
51=trg_16
52=tex_1
53=tex_2
54=cam2_22
55=exp_4
57=exp_6
58=cls
59=fx_3
60=scrf_twn
61=TEX_22
62=fx_ian2
63=scrf_ref
64=trg_14
65=trg_15
66=scrf_spc
67=TEX_22
68=cam2_23
69=cam2_24
70=cam4_7
71=cam4_9
72=cam4_10
73=cam4_20
75=cam4_22
76=cam4_23
77=cam4_24
78=cam2_26
79=cam4_26
80=tex_1
81=tex_2
82=tex_3
83=tex_4
84=tex_5
85=tex_6
86=tex_7
87=tex_8
88=tex_9
89=tex_10
90=tex_11
91=tex_12
92=tex_13
93=tex_14
94=tex_15
95=tex_16
96=tex_17
97=tex_18
98=tex_19
99=tex_20
100=scrf_gre
101=tex_23
102=tex_45

;201=exp1a
;202=exp1b
;203=exp1c
;204=exp1d
;205=exp1e
;206=exp1f
;207=exp1g
;208=exp1h
;209=exp1i
;210=exp1j
;211=exp1k
;212=exp1l
;213=exp1m
;214=exp1n
;215=exp1o
;216=exp1p
;217=exp3a
;218=exp3b
;219=exp3c
;220=exp3d
;221=exp3e
;222=exp3f
;223=exp3g
;224=exp3h
;225=exp3i
;226=exp3j
;227=exp3k
;228=exp3l
;229=exp3m
;230=exp3n
;231=exp3o
;232=exp3p
;
;251=halo1
;252=halo2
;
;322=sky0800
;323=sky1000
;324=sky1200
;325=sky1400
;326=sky1600
;327=sky1800
;328=sky2000
;329=sky2200
;310=sky0000
;311=skynvg
;
;341=alexp1a
;342=alexp1b
;343=alexp1c
;344=alexp1d
;345=alexp1e
;346=alexp1f
;347=alexp1g
;348=alexp1h
;349=alexp1i
;350=alexp1j
;351=alexp1k
;352=alexp1l
;353=alexp1m
;354=alexp1n
;355=alexp1o
;356=alexp1p
;357=alexp3a
;358=alexp3b
;359=alexp3c
;360=alexp3d
;361=alexp3e
;362=alexp3f
;363=alexp3g
;364=alexp3h
;365=alexp3i
;366=alexp3j
;367=alexp3k
;368=alexp3l
;369=alexp3m
;370=alexp3n
;371=alexp3o
;372=alexp3p

reading

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DrKevDog

Here is the initialization index currently used in TAW for comparison:

[globaltextures]
1=cam3_9
2=cam3_10
3=plane_21
4=material
5=mattdead
6=mob_5
7=fx_4
8=cam3_22
9=cam3_23
10=fx_13
11=cam3_24
12=trg_11
13=cam1_7
14=cam1_9
15=plane_15
16=plane_16
17=cam1_10
18=cam1_20
19=TASKER2
20=cam1_22
21=cam1_23
22=cam1_24
23=plane_18
24=plane_1
25=plane_2
26=plane_3
27=plane_4
28=plane_5
29=plane_6
30=cam3_7
31=plane_8
32=MOB_3
33=MOB_4
34=TRG_1
35=TRG_2
36=TRG_3
37=TRG_4
38=plane_19
39=trg_17
40=cam2_7
41=Tex_52
42=cam3_20
43=exp_1
44=exp_2
45=exp_3
46=cam2_9
47=mob_1
48=cam2_10
49=cam2_20
51=trg_16
52=tex_1
53=tex_2
54=cam2_22
55=exp_4
57=exp_6
58=cls
59=fx_3
60=scrf_twn
61=tex_4
62=fx_ian2
63=scrf_ref
64=trg_14
65=trg_15
66=scrf_spc
67=tex_41
68=cam2_23
69=cam2_24
70=cam4_7
71=cam4_9
72=cam4_10
73=cam4_20
75=cam4_22
76=cam4_23
77=cam4_24
78=cam2_26
79=cam4_26
100=scrf_gre

251=halo1
252=halo2
253=halo3
254=flare1
255=flare2
256=flare3
257=wave
258=dust
259=flash1
260=flash2
261=flash3
262=flash4
263=flash5
264=flash6
265=flash7
266=flash8


341=exp1a
342=exp1b
343=exp1c
344=exp1d
345=exp1e
346=exp1f
347=exp1g
348=exp1h
349=exp1i
350=exp1j
351=exp1k
352=exp1l
353=exp1m
354=exp1n
355=exp1o
356=exp1p
357=exp1q
358=exp1r
359=exp1s
360=exp1t
361=exp1u
362=exp1v
363=exp1w
364=exp1x
365=exp1y
366=exp1z
367=exp1aa
368=exp1ab
369=exp1ac
370=exp1ad
371=exp1ae
372=exp1af
373=exp3a
374=exp3b
375=exp3c
376=exp3d
377=exp3e
378=exp3f
379=exp3g
380=exp3h
381=exp3i
382=exp3j
383=exp3k
384=exp3l
385=exp3m
386=exp3n
387=exp3o
388=exp3p
389=exp3q
390=exp3r
391=exp3s
392=exp3t
393=exp3u
394=exp3v
395=exp3w
396=exp3x
397=exp3y
398=exp3z
399=exp3aa
400=exp3ab
401=exp3ac
402=exp3ad
403=exp3ae
404=exp3af
405=moon

A curiosity is the SEAMAP1.RAW in the AGP folder is not indexed.

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mikew

I have no idea what the textures with index >250 do. The files that are exactly 49152 bytes can be converted to bmp format using MGonzales’s texture manager (or mine if you’re feeling masochistic).
This doesn’t seem to help much though.

Do you have any idea where they may be used? I haven’t come across them yet in the .3 files, but there’s still plenty of unknowns there.

Maybe, these are used for effects like lens flare.

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Polak

I have not made any full and complete index of AGP but perhaps know how to open them. It is hard for me to say why but some of them open as 2 channels and some more channels as shown here on this example below.
Again … the fact how we can open them in Phootshop is not perhaps representative how they are being read by game engine. Still to see what they depict you need to use program supporting RAW format

AGP.jpg

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DrKevDog

Mikew,

I was of the impression that theses were the textures responsible for the colored missile trails, shock wave effects and colored explosions etc, seen with AGP video systems. I recently installed an ATI AGP card just to see the effect. I’m trying to find out how the indexing system in the redxxxx.ini works for the .raw files in the AGP folder.

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DrKevDog

Polak,

Have you seen these files used in-game?

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Polak
DrKevDog

Polak,

Have you seen these files used in-game?

Yes I believe I have. Wave texture is very easyli recogniseable after splash effect in the water. Halo flash and flare are also used to my understanding .

I see file sky listed on the your file list. What are they? Could you kindly send me one to preview?

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DrKevDog
Polak

I see file sky listed on the your file list. What are they? Could you kindly send me one to preview?

I would kindly send them to you (see TAW noname8319), however, they are not yet decompressed or they do not exist as named. I believe that only Mikew with his magic search tools can find them (If they exist). A second theory is that they are available under different names and/or may be substituted by renaming the corresponding files currently used in the PCI version. So far the insights are coming from the error messages generated through my substitutions in the initialization files.

Eg: ERROR : File .\agp\2000band.raw size does not match expectated size.
version 5.191 by  on Nov 16 1998

-or-

init3d: couldn't find  '.\Red1000\halo1.tm

-or-

ERROR : File .\agp\tex_17.raw size does not match expectated size.

Certain numbered positions in the index point to the redxxxx (TM) files and other positions seem to point to the agp files.

Any comments/suggestions?

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mikew

Looking at the agp folder, all except one of the files are exactly 16384 or 49152 bytes in size. So, if we look for noname files of 16384 bytes we find about 40. A quick glance into each with a hex editor shows that all but 4 look very similar to coltab.dat. The 4 remaining files (11392,11640,11641 & 11651)when opened in Photoshop look very similar to the exp* pictures in Polak’s post.
For the 49152 files, I’ve already batch converted these into .bmp form and most of them look similar to what we’ve already got. Only 10967 looks like the other raw files.
Some of the other noname textures could be used for special effects, such as 250, 1993, 2242, 5878, 10172 & 11103

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DrKevDog

Thanks Mikew, that is helpful.

The advantage of the AGP bus over PCI is that AGP uses sideband addressing, meaning that the address and data buses are separated so the entire packet does not need to be read to get addressing information. This is done by adding eight extra 8-bit buses which allow the graphics controller to issue new AGP requests and commands at the same time with other AGP data flowing via the main 32 address/data (AD) lines. This results in improved overall AGP data throughput.
Could this facilitate the simultaneous transfer of the multiple channels Polak described above, and wouldn’t that be the exlpaination of the multi-colored textures as seen in AGP systems?

FYI: The unmodified TAW AGP folder contains 67 files of 16384 bytes each, 17 files of 49152 bytes each and 1 file of 4096 bytes (the 1 4096 byte file is nvdot, which I believe is responsible for the frequently discussed grainy texture in the AGP systems Night Vision view)