Textures

Original URLs: http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=64;t=001092, http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336

Pages archived from:

  1. http://web.archive.org/web/20080521152216/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336#Post704336 and mikew’s private copy
  2. http://web.archive.org/web/20080521152226/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=2
  3. http://web.archive.org/web/20080521152231/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=3
  4. http://web.archive.org/web/20080521152236/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=4
  5. http://web.archive.org/web/20080521152241/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=5
  6. http://web.archive.org/web/20080521152246/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=6
  7. http://web.archive.org/web/20080521152251/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=7
  8. http://web.archive.org/web/20080521152256/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=8
  9. http://web.archive.org/web/20080521163412/http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=704336&fpart=9
avatar
Polak

Thanks to recent Krus discovery I present to you first open textures from TAW. They are yet B&W, however, just because I have to spent some time to find their exact palette. What IS important that they are all opening correctly and they can be moded and perhaps greatly improved. They are all 256×192 8 bit fixed 256 index palette. List and catalog of them all will follow shortly.

taw6.jpg

Krus, my man I salute your effort and accomplishment. 👍

avatar
proz360

Great!

avatar
Krusade

.col can be imported directly as .acl in photoshop
the results are dark but the colours are ok … I suppose this is because the 3d engine takes the 0 light reference at night, if you increment the gamma you’ll see the colours are right.
The palette to use is the same as the path says, for example, .tm inside /red1400 use the 1400pal.col

4-tex_2.jpg

avatar
Polak

I guess we got that sorted out. 👍
What is remaining is to carefully catalog the textures and palettes and find some logic to it.

It looks initially that the folders and palettes have someting to do with the TOD (time of the day … and night with moonpalette).

Not sure though why we need to adjust the level of brightness after we load each palette? Perhaps just renaming *.col to *.act has something to do with this, but it works after all.

And what should be our next coordinated step?

avatar
Polak

I will slowly try to continue this thread in attempt to show some of the textures. In this istallment, terrain textures. They are put in some logical order which when and if discovered can allow easier repaints to tiles.

I am also quietly hoping that this may attract some wandering and passing by through this forum modders to join Krus and myself in mucking up with many now open TAW files.

Here are the shore tiles. On the left are straight shores on the right are corners. As you may notice there is some kind of pattern how those tiles are constructed and placed on the texture same way each time.

It is more consistant on the right where each corner tiles are configured always the same way, and little less consistant on the left where some of the 1/4 tiles (upper left) are as if carried forward from previous set.

taw_tiles1.jpg

If one wanted to repaint the tiles match edges formula and relationship between them must be well known and maintained in order to create seamless world. This is where I am are at the moment.

avatar
Eugene

Polak, I feel as if I am a fly on the wall years ago, watching the very very beginnings of the Falcon 4.0 modding that led to its full flourishing as the sim its originators always hoped it might become. Painstaking, detailed work that unlocks the potential. Go, Polak!

avatar
MGonzales
Eugene

Polak, I feel as if I am a fly on the wall years ago, watching the very very beginnings of the Falcon 4.0 modding that led to its full flourishing as the sim its originators always hoped it might become. Painstaking, detailed work that unlocks the potential. Go, Polak!

Man, that was inspiring!

The thread that gives hope. 🙂 GO POLAK GO!

avatar
Polak
Eugene

Polak, I feel as if I am a fly on the wall years ago, watching the very very beginnings of the Falcon 4.0 modding that led to its full flourishing

They had a source code and dedicated team of 30 to 40 modders (more with coding experience) working for quite a while to correct and then polish stuff in F4. It was as new dev team took over. I see clearly that this is definetely that TAW following is unfortunately quite not the same.

Also I must perhaps be more restrained with any prognostic for TAW future moddings, as we I think are not yet quite sure if TAW can run with modded files in any, but software mode.

Still, TAW fascinated me for some while back and still does and I believe that certain elements of this sim could be and should be at least well learned and understood, perhaps for the benefit of new modeable and more modern titles like SF:P1 line of games.

avatar
Eugene

Polak, you are no doubt inspiring other creative people with your work here. And you are wise not to oversell the possibilities, and to be cautious. Still, without efforts like yours, *nothing* would happen to improve TAW. So, thank you for your dedication.

Regarding Falcon 4. As I recall it, initially one guy, Robin Heydon, made one last gift to the Falcon community. He was the last Falcon 4.0 programmer at MicroProse, and made a couple of final unofficial fixes for single player stability and multiplayer bandwidth options. It came out with help from the ibeta team as the 108i2 executable.

At some point, the source code was stolen and put on the internet for a while. The e-falcon group used the code and made executable edits. Another group, the Realism Patch guys, I believe rejected going down that path, and stuck with data edits and so forth, not using the source code. Both made great improvements. All sorts of people worked on different flight models, skins, pits, missiles, etc. etc. for both 4 camps. Eventually, under a limited licensing agreement, the two groups came together for the most part and started the SuperPack effort that allowed a few rounds of .exe edits – the SP2, SP3, SP4 evolution. My recollection is probably missing some angles, but should fairly close to the overall development of the community’s efforts.

So, you never know. You might be that one guy who triggers something much bigger. And maybe the source code will be recovered some day. We all really really hope that it has not simply been destroyed or discarded.

Rock on, man!

avatar
MGonzales

If somehow a patch can be created that fixes or changes TAW in even a small way, I think this board will jump back to life with renewed enthusiasm! From reading this board a couple times over, it seems to me that the TAW community has gone through so many hopeful moments of joy and expectations but with nothing to show for it but a patch which bumps resolution up a notch (no offense to Manteau, awesome effort).

So don’t get discouraged Polak (and Krus and anyone else working on TAW) if it seems like nobody cares. I’m sure they do (and me too), they’re just taking a wait and see attitude.

That’s my guess, anyway.

BTW Polak, your Strike Fighters stuff is awesome! 🙂 I wish you could bring some of your fantastic work to TAW because if there ever was a sim that deserves a makeover …!

P.S. I hope I haven’t spoken out of line with my comments. My virtual communication skills are not the best. I’ll summarize what I was trying to say above with …

… go Polak! cheers

avatar
proz360

Well said MGonzales!

Polak please explain me this: since u opened the texture files in photoshop will any modifications to colors already be visible in TAW sessions?

Thanks!

P.S.
We care!

avatar
Polak
proz360

Polak please explain me this: since u opened the texture files in photoshop will any modifications to colors already be visible in TAW sessions?

They should. The trick is when you have all textures in outside directory you are suppose to be able reamove the big file did.dat completely and be able to play just from the folders exposed.

So far it is not working in any mode, but software, that is why I am cautious. The game asks me for some light source files if I have did.dat removed and try to play it in hardware mode.

Krus’s opener program works only in software mode. I do not know the mechanism how that exe makes the game files to be loaed, maybe he could force it to load somehow all of the files including the missing ones from hardware mode as well.

avatar
proz360

OK i got it. Better be cautious on this. I hope that some of you gurus will find the way!

Let see.

Thanks again for all your effort.

avatar
Polak

Here are all known to me so far TAW’s textures catalogued and grouped according to the name and the subject. Here they are presented in 3 separate pictures, but they are going to be in one PS full size template for easy repaint (if we ever wanted) and new palette optimisation.

The empty fields carry the names of the missing textures. Probable they are not really missing, but you never know. If you see anything that you have among your textures and I dont – please let me know and it can be added to this collection.

As you can see there are very few really textures for planes, cockpits and such – mostly terrain and targets. Some of the textures displaying strange colors when the known to me palette is used. More investigation IMHO needed here and seeking the way to increase their resolution would be really nice.

Oh, well … at least we got that far.

TAWTex_1.jpg

TAWTex_2.jpg

TAWTex_3.jpg

avatar
Krusade

I have a count of 2276 texture files. I am making some test to extract them directly for easier patching.

In total, I think I have now all or almost all the files in did.dat listed by name. I have discovered too where all the file offsets are inside did.dat and how a file is located inside the .dat

I’m testing too a way to decompress RA files without having to run taw.

avatar
Decca

Polak we should ask SimHQ to announce this on the main page like they have done with news with EECH, EAW, etc.
I know some people set thier SimHQ bookmark to the main page and some set it to the board so it wouldn’t hurt.

avatar
Polak

Kruz,
Care to post the texture names? What you see above is all texture I could find in redxxxx tm folders. for example each terrain texture tm square size 256×192 consist of 4 96×96 plus reminder 192×64 which is and sometimes is not used.
Explosions (exp_)and effects (fx) and some other like for example building textures each small and minute considered as a single texture just only pasted on large 256×192.

Good and eagerly awaited effort on RA compression. Keep in the back of your mind that MultiEx decompression can split dat, showing offsets, sizes (of course), but no names.
But, I think you got that covered anyway in your research.

Decca,
SimHQ gives always whats new in TAW on their front page of sim news brief.

avatar
shaggyd

I know that Polak and Krus are doing a fantastic job at examining TAW, but I was wondering if examining Typhoon would give them clues to increasing texture resolutions or texture structures? There may also be clues in how to increase the palette … But this is based on the assumption that Typhoon is an advanced version of TAW.

avatar
Polak

Interesting issue, and perhaps should be investigated IF Typhoon terrain and graphic engine could not be improved, or perhaps even be used for TAW too.

avatar
Polak

Before I forgot, is there any demo for ETyphoon around? Or if perhaps someone has it what are the folders & file titles (post directory) please.
I briefly took a walk to SQ Typhoon forum, but it seems no moding was done ever.

avatar
Cat

Well done!

F4 modding didn’t always have access to the source code. What Krus and Polak are doing is very close to how the Team Superhornet crew started improving Jane’s F/A-18. Don’t give up. You watch. You’ll find that guys like Martin Kenwright and Don Whiteford are out there and surf sim related sites sometimes, you might hear from them one day. Scott Elson and Chris Martin used to pop into the Jane’s F/A 18 board from time to time.

avatar
MGonzales
Polak

Before I forgot, is there any demo for ETyphoon around? Or if perhaps someone has it what are the folders & file titles (post directory) please.
I briefly took a walk to SQ Typhoon forum, but it seems no moding was done ever.

I’ll be able to help you with this soon. 🙂 That’s why I went on a DID sim hunt yesterday, in case the other DID sims can be of any benefit to your efforts or at least give some insight. I’ll let you know when my packages start arriving next week.

avatar
Keithb77

This is the folder list for Super EF2000, but that’s older than TAW

 Directory of C:\Games\ef2000

21/05/2006  07:37       <dir>          .
21/05/2006  07:37       <dir>          ..
21/05/2006  07:36                4,239 DeIsL1.isu
02/12/1996  12:17           49,938,786 did.dat
21/05/2006  07:37                    0 dir.txt
21/05/2006  07:35       <dir>          HELP
21/05/2006  07:36       <dir>          PROGRAM
29/11/1996  14:34               10,609 readme.txt
               4 File(s)     49,953,634 bytes

 Directory of C:\Games\ef2000\HELP

21/05/2006  07:35       <dir>          .
21/05/2006  07:35       <dir>          ..
08/10/1996  16:25                4,344 super_ef.cnt
08/10/1996  16:38           12,060,037 super_ef.hlp
               2 File(s)     12,064,381 bytes

 Directory of C:\Games\ef2000\PROGRAM

21/05/2006  07:36       <dir>          .
21/05/2006  07:36       <dir>          ..
07/05/1996  17:06               11,863 BATTLE.MID
07/05/1996  17:06                9,940 BATTLE2.MID
03/06/1996  16:33                   40 CAMPBRF.BRF
11/10/1996  11:32               27,567 CLUMP_3.TXT
01/02/1996  17:11               17,215 CLUMP_SS.TXT
07/08/1996  11:43            1,002,607 conflict.cg
07/05/1996  17:06                3,857 DANGER.MID
21/05/2006  07:36                  132 ef2000.cfg
07/05/1996  17:06                  760 FILELIST
07/03/1996  11:13            1,317,326 NAVIG.NAV
07/05/1996  17:06               17,061 SEARCH.MID
07/05/1996  17:06              134,108 SPLASH.BMP
07/05/1996  17:06                9,964 VICTORY.MID
02/12/1996  13:49            1,881,088 _SUPERW.EXE
              14 File(s)      4,433,528 bytes

     Total Files Listed:
              20 File(s)     66,451,543 bytes

Will dig out Typhoon.

avatar
Keithb77

EurofighterTyphoon Gold, with Operation Icebreaker

 Directory of C:\Games\EurofighterTyphoon

21/05/2006  07:54       <dir>          .
21/05/2006  07:54       <dir>          ..
21/05/2006  07:51       <dir>          Acrobat
21/05/2006  07:50       <dir>          audio
21/05/2006  07:51       <dir>          avi
18/08/1995  07:00               35,908 BankGothic Md BT.ttf
27/07/2000  03:00               17,408 config3dr2000.deu
27/07/2000  03:00               17,408 config3dr2000.eng
27/07/2000  03:00               17,408 config3dr2000.esn
31/07/2000  14:39              520,192 config3dr2000.exe
27/07/2000  03:00               17,408 config3dr2000.fra
27/07/2000  03:00               17,408 config3dr2000.ita
21/05/2006  07:54                    0 dir.txt
27/05/2002  12:09            3,533,252 EFT PC Mnl _GB.pdf
27/05/2002  16:56            3,061,566 EFT Stratguide_GB_72dpi.pdf
29/04/2002  18:15               89,588 EFT_Keybrd_Lflt_GB.pdf
21/05/2006  07:51       <dir>          loose_splash
11/05/1998  21:01               47,996 OCR A Extended.ttf
21/05/2006  07:49       <dir>          players
29/05/2002  16:39               12,328 Readme.txt
21/05/2006  07:51       <dir>          regkeys
21/05/2006  07:51       <dir>          splash
07/05/2002  10:47                2,238 typhoo.ico
07/05/2002  10:46               51,712 Typhoon short manual final.doc
05/12/2000  12:57          349,405,353 typhoon.dat
29/05/2002  19:00            3,918,525 typhoon.exe
11/03/2002  11:30          165,127,645 typhoon2.dat
27/11/2000  15:02                2,134 typhoonreadme.txt
26/07/2000  12:43                1,013 typhoon_2000.reg
              20 File(s)    525,896,490 bytes

			  Directory of C:\Games\EurofighterTyphoon\Acrobat

21/05/2006  07:51       <dir>          .
21/05/2006  07:51       <dir>          ..
29/04/2002  14:23            8,981,440 ar505enu.exe
               1 File(s)      8,981,440 bytes

 Directory of C:\Games\EurofighterTyphoon\audio

21/05/2006  07:50       <dir>          .
21/05/2006  07:50       <dir>          ..
21/05/2006  07:50       <dir>          betty
22/11/2000  13:52            4,275,004 speech.xfs
               1 File(s)      4,275,004 bytes

 Directory of C:\Games\EurofighterTyphoon\audio\betty

21/05/2006  07:50       <dir>          .
21/05/2006  07:50       <dir>          ..
05/05/2000  09:02                2,927 eftimout.cfg
               1 File(s)          2,927 bytes

 Directory of C:\Games\EurofighterTyphoon\avi

21/05/2006  07:51       <dir>          .
21/05/2006  07:51       <dir>          ..
15/12/2000  12:04           13,480,738 addon_lost.avi
15/12/2000  12:57           15,683,506 addon_win.avi
29/08/2000  12:27            7,607,808 EBClogo.avi
15/03/2001  10:02           40,658,214 intro.avi
28/07/2000  19:40           20,257,970 outrolost.avi
28/07/2000  21:10           30,118,330 outrowin.avi
04/05/2000  11:35            1,211,065 r10_body.asf
04/05/2000  11:54              780,963 r11_body.asf
04/05/2000  11:59              710,945 r12_body.asf
04/05/2000  12:00              973,505 r13_body.asf
04/05/2000  12:02            1,073,535 r14_body.asf
04/05/2000  12:05              905,993 r15_body.asf
04/05/2000  12:07            1,623,673 r16_body.asf
04/05/2000  12:10            1,091,035 r17_body.asf
04/05/2000  12:12            1,488,637 r18_body.asf
04/05/2000  12:14            1,221,071 r19_body.asf
04/05/2000  11:19            1,151,053 r1_body.asf
04/05/2000  12:16            1,021,023 r20_body.asf
04/05/2000  12:19            1,191,059 r21_body.asf
04/05/2000  12:31            1,146,053 r22_body.asf
04/05/2000  12:33              961,005 r23_body.asf
04/05/2000  12:36              695,939 r24_body.asf
04/05/2000  12:37            1,706,185 r25_body.asf
04/05/2000  13:11            1,456,125 r26_body.asf
04/05/2000  12:41              993,517 r27_body.asf
04/05/2000  12:43            1,101,047 r28_body.asf
04/05/2000  12:46              843,481 r29_body.asf
04/05/2000  11:21              708,445 r2_body.asf
04/05/2000  12:48              805,969 r30_body.asf
04/05/2000  12:49            1,158,559 r31_body.asf
04/05/2000  12:52              538,403 r32_body.asf
04/05/2000  12:58            1,101,047 r33_body.asf
04/05/2000  13:01              650,933 r34_body.asf
04/05/2000  13:03              981,017 r35_body.asf
04/05/2000  13:04              993,517 r36_body.asf
04/05/2000  13:06              753,457 r37_body.asf
04/05/2000  13:14              946,011 r38_body.asf
04/05/2000  13:19              450,885 r39_body.asf
04/05/2000  11:27            1,651,179 r3_body.asf
04/05/2000  13:21            1,078,541 r40_body.asf
04/05/2000  13:22            1,186,059 r41_body.asf
04/05/2000  13:24              550,909 r42_body.asf
04/05/2000  13:25              548,409 r43_body.asf
04/05/2000  13:26              755,957 r44_body.asf
04/05/2000  13:27              690,945 r45_body.asf
04/05/2000  13:30              978,517 r46_body.asf
04/05/2000  13:31              440,879 r47_body.asf
04/05/2000  13:32              395,873 r48_body.asf
04/05/2000  13:33            1,006,017 r49_body.asf
04/05/2000  11:29            1,108,547 r4_body.asf
04/05/2000  14:47            1,011,023 r50_body.asf
04/05/2000  14:48              553,409 r51_body.asf
04/05/2000  14:50              998,523 r52_body.asf
04/05/2000  14:53              773,463 r53_body.asf
04/05/2000  14:54            1,046,029 r54_body.asf
04/05/2000  14:56              738,451 r55_body.asf
04/05/2000  14:57              498,397 r57_body.asf
04/05/2000  14:58              825,975 r58_body.asf
04/05/2000  14:59              475,891 r59_body.asf
04/05/2000  11:30              978,511 r5_body.asf
04/05/2000  15:00              738,451 r60_body.asf
04/05/2000  15:02              410,873 r61_body.asf
04/05/2000  15:06              868,487 r62_body.asf
04/05/2000  15:08            1,093,535 r63_body.asf
04/05/2000  15:11              705,945 r64_body.asf
04/05/2000  15:12            1,108,541 r65_body.asf
04/05/2000  15:14              373,367 r66_body.asf
04/05/2000  15:15              705,945 r67_body.asf
04/05/2000  15:16              605,921 r68_body.asf
04/05/2000  15:17              623,427 r69_body.asf
04/05/2000  11:31            1,608,667 r6_body.asf
04/05/2000  15:18              913,493 r70_body.asf
04/05/2000  15:20            1,163,553 r71_body.asf
04/05/2000  15:22              920,993 r72_body.asf
04/05/2000  15:23              778,463 r73_body.asf
04/05/2000  15:25              670,939 r74_body.asf
04/05/2000  15:26              755,957 r75_body.asf
04/05/2000  15:27              678,439 r76_body.asf
04/05/2000  15:28              640,933 r77_body.asf
04/05/2000  15:29              523,403 r78_body.asf
04/05/2000  15:29              470,891 r79_body.asf
04/05/2000  11:32            1,143,553 r7_body.asf
04/05/2000  15:30              570,915 r80_body.asf
04/05/2000  11:32            1,078,535 r8_body.asf
04/05/2000  11:34            1,136,047 r9_body.asf
              85 File(s)    198,822,495 bytes

 Directory of C:\Games\EurofighterTyphoon\loose_splash

21/05/2006  07:51       <dir>          .
21/05/2006  07:51       <dir>          ..
19/02/2001  12:50            1,440,056 r1.bmp
29/06/2000  16:25            1,440,056 r2.bmp
21/02/2001  11:40            1,440,056 r3.bmp
21/02/2001  11:40            1,440,056 r4.bmp
29/06/2000  17:44            1,440,056 s1.bmp
12/05/2002  16:25            1,440,054 s2.bmp
03/04/2002  09:40            1,440,056 s3.bmp
03/04/2002  09:40            1,440,056 s4.bmp
               8 File(s)     11,520,446 bytes

 Directory of C:\Games\EurofighterTyphoon\players

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
21/05/2006  07:49       <dir>          p0
21/05/2006  07:49       <dir>          p1
21/05/2006  07:49       <dir>          p10
21/05/2006  07:49       <dir>          p11
21/05/2006  07:49       <dir>          p12
21/05/2006  07:49       <dir>          p13
21/05/2006  07:49       <dir>          p14
21/05/2006  07:49       <dir>          p15
21/05/2006  07:49       <dir>          p16
21/05/2006  07:49       <dir>          p17
21/05/2006  07:49       <dir>          p18
21/05/2006  07:49       <dir>          p19
21/05/2006  07:49       <dir>          p2
21/05/2006  07:49       <dir>          p3
21/05/2006  07:49       <dir>          p4
21/05/2006  07:49       <dir>          p5
21/05/2006  07:49       <dir>          p6
21/05/2006  07:49       <dir>          p7
21/05/2006  07:49       <dir>          p8
21/05/2006  07:49       <dir>          p9
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p0

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p1

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p10

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p11

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p12

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p13

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p14

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p15

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p16

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p17

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p18

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p19

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p2

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p3

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p4

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p5

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p6

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p7

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p8

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\players\p9

21/05/2006  07:49       <dir>          .
21/05/2006  07:49       <dir>          ..
               0 File(s)              0 bytes

 Directory of C:\Games\EurofighterTyphoon\regkeys

21/05/2006  07:51       <dir>          .
21/05/2006  07:51       <dir>          ..
24/07/2000  11:44                  123 AlternativeFontTexelAlignmentOff.reg
24/07/2000  11:44                  123 AlternativeFontTexelAlignmentOn.reg
12/02/2002  13:13                  100 ForceDX7JSOff.reg
12/02/2002  13:13                  102 ForceDX7JSOn.reg
16/10/2000  12:18                  100 ForceSWTnLOff.reg
16/10/2000  12:18                  102 ForceSWTnLOn.reg
               6 File(s)            650 bytes

 Directory of C:\Games\EurofighterTyphoon\splash

21/05/2006  07:51       <dir>          .
21/05/2006  07:51       <dir>          ..
30/06/2000  11:13               20,790 loading_eng.bmp
26/07/2000  10:05               27,702 loading_fre.bmp
30/06/2000  13:49               14,742 loading_ger.bmp
30/06/2000  11:17               29,430 loading_ita.bmp
30/06/2000  11:09               23,382 loading_spa.bmp
               5 File(s)        116,046 bytes

     Total Files Listed:
             127 File(s)    749,615,498 bytes
avatar
Krusade
Polak

Kruz,
Care to post the texture names? What you see above is all texture I could find in redxxxx tm folders. for example each terrain texture tm square size 256×192 consist of 4 96×96 plus reminder 192×64 which is and sometimes is not used.
Explosions (exp_)and effects (fx) and some other like for example building textures each small and minute considered as a single texture just only pasted on large 256×192.

Good and eagerly awaited effort on RA compression. Keep in the back of your mind that MultiEx decompression can split dat, showing offsets, sizes (of course), but no names.
But, I think you got that covered anyway in your research.

The list I have

21/05/2006 12:32 7.012 cam1_10.TM
21/05/2006 12:32 5.403 cam1_20.TM
21/05/2006 12:32 5.210 cam1_22.TM
21/05/2006 12:32 5.095 cam1_23.TM
21/05/2006 12:32 6.398 cam1_24.TM
21/05/2006 12:32 6.679 cam1_7.TM
21/05/2006 12:32 9.922 cam1_9.TM
21/05/2006 12:32 7.056 cam2_10.TM
21/05/2006 12:32 5.663 cam2_20.TM
21/05/2006 12:32 6.183 cam2_22.TM
21/05/2006 12:32 5.503 cam2_23.TM
21/05/2006 12:32 6.432 cam2_24.TM
21/05/2006 12:32 10.080 cam2_26.TM
21/05/2006 12:32 6.009 cam2_7.TM
21/05/2006 12:32 9.681 cam2_9.TM
21/05/2006 12:32 6.902 cam3_10.TM
21/05/2006 12:32 6.086 cam3_20.TM
21/05/2006 12:32 6.415 cam3_22.TM
21/05/2006 12:32 6.309 cam3_23.TM
21/05/2006 12:32 6.330 cam3_24.TM
21/05/2006 12:32 7.489 cam3_7.TM
21/05/2006 12:31 10.460 cam3_9.TM
21/05/2006 12:32 6.797 cam4_10.TM
21/05/2006 12:32 4.897 cam4_20.TM
21/05/2006 12:32 4.777 cam4_22.TM
21/05/2006 12:32 6.286 cam4_23.TM
21/05/2006 12:32 6.398 cam4_24.TM
21/05/2006 12:32 4.376 cam4_26.TM
21/05/2006 12:32 6.400 cam4_7.TM
21/05/2006 12:32 9.962 cam4_9.TM
21/05/2006 12:32 2.007 cls.TM
21/05/2006 12:32 8.131 DEADCAM1.TM
21/05/2006 12:32 8.073 exp_1.TM
21/05/2006 12:32 6.818 exp_2.TM
21/05/2006 12:32 12.078 exp_3.TM
21/05/2006 12:32 7.368 exp_4.TM
21/05/2006 12:32 14.016 exp_6.TM
21/05/2006 12:32 9.767 fx_13.TM
21/05/2006 12:32 16.881 fx_3.TM
21/05/2006 12:32 6.420 fx_4.TM
21/05/2006 12:32 13.698 fx_ian2.TM
21/05/2006 12:32 431 LOGO.TM
21/05/2006 12:32 17.688 material.TM
21/05/2006 12:32 10.596 mattdead.TM
21/05/2006 12:32 6.183 mob_1.TM
21/05/2006 12:32 7.379 MOB_2.TM
21/05/2006 12:32 4.015 MOB_3.TM
21/05/2006 12:32 4.508 MOB_4.TM
21/05/2006 12:32 4.543 mob_5.TM
21/05/2006 12:32 6.262 plane_1.TM
21/05/2006 12:32 11.564 plane_15.TM
21/05/2006 12:32 9.760 plane_16.TM
21/05/2006 12:32 8.814 plane_18.TM
21/05/2006 12:32 8.867 plane_19.TM
21/05/2006 12:32 7.389 plane_2.TM
21/05/2006 12:32 14.438 plane_21.TM
21/05/2006 12:32 9.641 plane_3.TM
21/05/2006 12:32 7.866 plane_4.TM
21/05/2006 12:32 8.349 plane_5.TM
21/05/2006 12:32 4.397 plane_6.TM
21/05/2006 12:32 9.879 plane_8.TM
21/05/2006 12:32 4.770 REFECT.TM
21/05/2006 12:32 13.912 scrf_gre.TM
21/05/2006 12:32 20.110 scrf_ref.TM
21/05/2006 12:32 15.576 scrf_spc.TM
21/05/2006 12:32 18.040 scrf_twn.TM
21/05/2006 12:32 3.896 TASKER.TM
21/05/2006 12:32 3.532 TASKER1.TM
21/05/2006 12:32 4.255 TASKER2.TM
21/05/2006 12:32 8.686 TASKER3.TM
21/05/2006 12:32 4.073 TASKER4.TM
21/05/2006 12:32 1.335 TAXIWAY.TM
21/05/2006 12:32 19.372 tex_1.TM
21/05/2006 12:32 11.732 TEX_10.TM
21/05/2006 12:32 12.103 TEX_11.TM
21/05/2006 12:32 11.056 TEX_12.TM
21/05/2006 12:32 18.479 TEX_13.TM
21/05/2006 12:32 18.791 TEX_14.TM
21/05/2006 12:32 16.240 TEX_15.TM
21/05/2006 12:32 16.400 TEX_16.TM
21/05/2006 12:32 15.504 TEX_17.TM
21/05/2006 12:32 14.683 TEX_18.TM
21/05/2006 12:32 17.791 TEX_19.TM
21/05/2006 12:32 18.834 tex_2.TM
21/05/2006 12:32 14.070 TEX_20.TM
21/05/2006 12:32 15.824 TEX_21.TM
21/05/2006 12:32 15.779 TEX_22.TM
21/05/2006 12:32 13.852 TEX_23.TM
21/05/2006 12:32 15.858 TEX_24.TM
21/05/2006 12:32 15.124 TEX_25.TM
21/05/2006 12:32 17.056 TEX_26.TM
21/05/2006 12:32 20.529 TEX_27.TM
21/05/2006 12:32 10.355 TEX_28.TM
21/05/2006 12:32 18.978 TEX_29.TM
21/05/2006 12:32 10.772 TEX_3.TM
21/05/2006 12:32 16.563 TEX_30.TM
21/05/2006 12:32 17.300 TEX_31.TM
21/05/2006 12:32 16.191 TEX_32.TM
21/05/2006 12:32 18.571 TEX_33.TM
21/05/2006 12:32 19.577 TEX_34.TM
21/05/2006 12:32 19.749 TEX_35.TM
21/05/2006 12:32 9.704 TEX_36.TM
21/05/2006 12:32 9.944 TEX_37.TM
21/05/2006 12:32 11.953 TEX_38.TM
21/05/2006 12:32 21.773 TEX_39.TM
21/05/2006 12:32 5.782 tex_4.TM
21/05/2006 12:32 21.762 TEX_40.TM
21/05/2006 12:32 11.878 tex_41.TM
21/05/2006 12:32 14.522 TEX_42.TM
21/05/2006 12:32 15.680 TEX_43.TM
21/05/2006 12:32 17.832 TEX_44.TM
21/05/2006 12:32 12.883 TEX_45.TM
21/05/2006 12:32 11.925 TEX_46.TM
21/05/2006 12:32 8.437 TEX_47.TM
21/05/2006 12:32 10.594 TEX_48.TM
21/05/2006 12:32 9.018 TEX_49.TM
21/05/2006 12:32 18.545 TEX_5.TM
21/05/2006 12:32 4.649 TEX_50.TM
21/05/2006 12:32 8.326 TEX_51.TM
21/05/2006 12:32 2.350 Tex_52.TM
21/05/2006 12:32 23.245 TEX_53.TM
21/05/2006 12:32 22.475 TEX_54.TM
21/05/2006 12:32 13.587 TEX_56.TM
21/05/2006 12:32 13.778 TEX_57.TM
21/05/2006 12:32 13.883 TEX_58.TM
21/05/2006 12:32 18.947 TEX_6.TM
21/05/2006 12:32 13.936 TEX_7.TM
21/05/2006 12:32 13.456 TEX_8.TM
21/05/2006 12:32 11.364 TEX_9.TM
21/05/2006 12:32 13.669 TRG_1.TM
21/05/2006 12:32 6.708 trg_11.TM
21/05/2006 12:32 20.567 trg_14.TM
21/05/2006 12:32 17.686 trg_15.TM
21/05/2006 12:32 18.383 trg_16.TM
21/05/2006 12:32 14.900 trg_17.TM
21/05/2006 12:32 23.570 TRG_19.TM
21/05/2006 12:32 12.159 TRG_2.TM
21/05/2006 12:32 16.003 TRG_3.TM
21/05/2006 12:32 11.065 TRG_4.TM

and there are 84 more in the agp folder, like dust.raw, nvnoise.raw or wave.raw

I haven’t used multiex so I don’t know how many files it can detect or if they are correctly extracted. All I can tell you is that, exactly, the number of files in did.dat is 12624.

In any case if you work with the did.dat in ADF, that is uncompressed, you’ll see that RA is just a small part of the problem as if you use the did.dat for each modification you have to copy the code to the exact location inside did.dat and you have to maintain the original file sizes. In fact, I developed other extraction tools in the past and nobody used them to modify adf or taw because of that reason.

avatar
Krusade

About typhoon take account that the source code of taw was not use to develop it so it is less probable that it had similar formats

avatar
Polak

Thank you guys for replies and comments.

Keith, so nice to see and hear from you.

Thanks for that directory read out. I see no resemblance to TAW, but I was thinking maybe, just maybe, the model files were the same format and, being so far unable to edit TAWs models, we could perhaps try some swapping.

As a footnote, it is kind of strange that even the company (DID) who created source code for TAW decided rather to write completely new code for ET, than to muck with the old one. I heard somwhere already, that getting old code up and into to the shape is not so easy.

avatar
Polak

As a result of this comparison, here is the list of the textures I am missing. Could you zip them and send to me? Thank you.

21/05/2006 12:32 5.210 cam1_22.TM
21/05/2006 12:32 5.095 cam1_23.TM
21/05/2006 12:32 6.398 cam1_24.TM
21/05/2006 12:32 7.056 cam2_10.TM
21/05/2006 12:32 5.663 cam2_20.TM
21/05/2006 12:32 6.183 cam2_22.TM
21/05/2006 12:32 5.503 cam2_23.TM
21/05/2006 12:32 6.432 cam2_24.TM
21/05/2006 12:32 10.080 cam2_26.TM
21/05/2006 12:32 6.009 cam2_7.TM
21/05/2006 12:32 9.681 cam2_9.TM
21/05/2006 12:32 6.330 cam3_24.TM
21/05/2006 12:32 6.398 cam4_24.TM

21/05/2006 12:32 8.131 DEADCAM1.TM
21/05/2006 12:32 13.698 fx_ian2.TM
21/05/2006 12:32 431 LOGO.TM

21/05/2006 12:32 8.867 plane_19.TM
21/05/2006 12:32 9.944 TEX_37.TM
avatar
MGonzales
Polak

As a footnote, it is kind of strange that even the company (DID) who created source code for TAW decided rather to write completely new code for ET, than to muck with the old one. I heard somwhere already, that getting old code up and into to the shape is not so easy.

Very strange indeed, especially since DID had already made a Eurofighter sim that they based TAW on (at least it seems this way when I play SEF2000). It’s so obvious that EF2000 and TAW share much of the same code.

I wonder if both came from TFX because I’ve seen the names TFX:EF2000 and TFX:F-22 which I believe would later be named EF2000 and F-22 ADF/TAW. So these would all be very similar, I would think.

But then came Eurofighter Typhoon which, as I understand it, was not from TFX/EF2000/TAW. I can’t wait to get those sims next week to see.

I don’t expect to be able to play TFX at all (DOS), at least not with any JS support (X52). But I hope that I can at least look at it on my old PC, if just to see how the DID sims evolved.

ADF I have no need for since I have TAW but again, it’ll be interesting to compare with TAW. I also read that ADF has extra documentation in the box, hope it’s true.

And Typhoon will most likely not be my kind of sim (I’m real picky about the cockpit, no pop-up MFDs for me), but it’ll be nice to check out the differences and similarities to EF2000/TAW.

I’m with so many others now, wishing that Typhoon would have been the next major release of EF2000. Or better yet, instead of making Typhoon, adding a flyable Typhoon to the TAW code and calling it TAW II. And maybe even including the EF2000 theater as an alternative to the Red Sea.

Maybe one day we’ll have a TAW II! 🙂

avatar
Bo Chen

I don’t post here anymore.

avatar
Keithb77
Polak

Keith, so nice to see and hear from you.

Hi

Polak

Thanks for that directory read out. I see no resemblance to TAW, but I was thinking maybe, just maybe, the model files were the same format and, being so far unable to edit TAWs models, we could perhaps try some swapping.

I guess we need top expand the Typhoon DAT files – I D/Ld the unpacker but it doesn’t work for Typhoon.

BTW I wrote a program to rescue/reincarnate Typhoon pilots which takes some of the pain out of flying the campaign if anyone is doing it!

Never did get TAW – had it on order for several months but supplier couldn’t get stock, then I moved on. Tried the demo a few months back but it crashed my PC comprehensively …

avatar
shaggyd

Typhoon was published at the time when DID was amalgamated with RAGE (who released Incoming). I’m wondering if Typhoon was mixed with Incoming code. Also, I’m sure they released another game called Hostile Waters which was an update of Carrier Command …
… And, somwhere I read that some of the DID team are employed under JUICE GAMES of Juice Racing fame. Maybe MK could be hiding there …

avatar
Krusade
Polak

As a result of this comparison, here is the list of the textures I am missing. Could you zip them and send to me? Thank you.

21/05/2006 12:32 5.210 cam1_22.TM
21/05/2006 12:32 5.095 cam1_23.TM
21/05/2006 12:32 6.398 cam1_24.TM
21/05/2006 12:32 7.056 cam2_10.TM
21/05/2006 12:32 5.663 cam2_20.TM
21/05/2006 12:32 6.183 cam2_22.TM
21/05/2006 12:32 5.503 cam2_23.TM
21/05/2006 12:32 6.432 cam2_24.TM
21/05/2006 12:32 10.080 cam2_26.TM
21/05/2006 12:32 6.009 cam2_7.TM
21/05/2006 12:32 9.681 cam2_9.TM
21/05/2006 12:32 6.330 cam3_24.TM
21/05/2006 12:32 6.398 cam4_24.TM

21/05/2006 12:32 8.131 DEADCAM1.TM
21/05/2006 12:32 13.698 fx_ian2.TM
21/05/2006 12:32 431 LOGO.TM

21/05/2006 12:32 8.867 plane_19.TM
21/05/2006 12:32 9.944 TEX_37.TM

Just wait a bit more. At this moment the extrator is almost ready to be able to extract all the files directly but I have to sort the file list and include the RA decompression part.

I’d really like to have more free time to work with tawr but I haven’t got it 🙁

avatar
Polak
Keithb77

I guess we need top expand the Typhoon DAT files – I D/Ld the unpacker but it doesn’t work for Typhoon.

Maybe then MultiEx BMS would, I do not have .dat file for Typhoon so I cannot try. How big it is?

shaggyd,
good suggestion, I’ll try Incoming. I have it, but never even tried.

Krus,
Standing by, it would be real feast to see all those files on the plate.

avatar
Polak

Things are moving slowly …
Imagine it has been a year since last post in this topic (to the day).
But revisiting it makes it clearer and easier to understand hows all this works.
There will be full rundown and description of the logic in the Textures, at least for Terrain anbd Targets. For now just the list of Codes.

env\sea\ 1
env\coastsnd\c\1\ 2
env\desert\m\ 3
env\dunes\m\ 4
env\mount1\m\ 5
env\mount2\m\ 6
ENV\forest\M\ 7
ENV\formont1\M\ 8
ENV\formont2\M\ 9
ENV\DESERT\WHITE\M\ 11
ENV\DESERT\HILL\ 12
ENV\ROCKEY1\M\ 13
ENV\ROCKEY2\M\ 14
ENV\ROCKEY3\M\ 15
ENV\ARABLE\M\ 16
ENV\COASTROK\C\1\ 17
ENV\COASTCLF\C\1\ 18
ENV\RIVER\VALDST\C\1\ 19
ENV\COASTSND\ESTUARY\1\ 19
ENV\ROAD\VALDST\S\1\ 21
ENV\rail\VALDST\S\1\ 22
ENV\pline\VALDST\S\1\ 23
ENV\ISLAND\ 24
ENV\RAIL\VALDST\JOIN\1\ 25

TARGETS\STATIC\INDUST\DESERT\3\ 27
TARGETS\STATIC\SUPPLY\DUNE\3\ 28
TARGETS\STATIC\EWR\DUNE\4\ 29
TARGETS\STATIC\ARMY\DESERT\3\ 30
TARGETS\STATIC\COMMS\DESERT\3\ 31
TARGETS\STATIC\REFINERY\DESERT\3\ 32
ENV\PLINE\VALDST\S\PUMP\1\ 33
ENV\COASTCLF\WAKE\S\1\ 34
ENV\RIVER\NILE\S\1\ 35
TARGETS\STATIC\VILLAGE\DESERT\ 36
TARGETS\STATIC\TOWN\DESERT\ROAD\1\ 40
TARGETS\STATIC\TOWN\COASTAL\1\ 41
TARGETS\STATIC\TOWN\COASTAL\4\ 41
TARGETS\STATIC\TOWN\DESERT\RAIL\1\ 42
TARGETS\STATIC\DAMS\DAM2\ 43
TARGETS\STATIC\DAMS\MARIB\ 44
TARGETS\STATIC\DAMS\DAM1\ 46
TARGETS\STATIC\RIG\ 47
ENV\ROAD\VALDST\S\1\ 48
TARGETS\STATIC\SECRET\ 49
TARGETS\STATIC\EGYPT.OLD\ABYDOS\ 50
TARGETS\STATIC\EGYPT.OLD\KINGS\B\ 51
TARGETS\STATIC\EGYPT.OLD\KINGS\C\ 53
TARGETS\STATIC\EGYPT.OLD\KINGS\D\ 54
TARGETS\STATIC\EGYPT.OLD\KINGS\AB\ 55
TARGETS\STATIC\EGYPT.OLD\EDFU\ 56
TARGETS\STATIC\EGYPT.OLD\KOMOMBO\ 57
TARGETS\STATIC\EGYPT.OLD\EL_SIBU\ 58
TARGETS\STATIC\EGYPT.OLD\AMADA\ 59
TARGETS\STATIC\EGYPT.OLD\ABU_SIM\ 64
TARGETS\STATIC\EGYPT.OLD\ZAWYET\ 66
TARGETS\STATIC\EGYPT.OLD\DARA\ 67
TARGETS\STATIC\EGYPT.OLD\TUKH\ 68
TARGETS\STATIC\EGYPT.OLD\KULA\ 69
TARGETS\STATIC\OASIS\ 70
TARGETS\STATIC\COMMS\DESERT\1\ 71
TARGETS\STATIC\NAVAL\1\ 72
TARGETS\STATIC\PORT\1\ 73
TARGETS\STATIC\AIRFIELD\DISPERSL\ 74
TARGETS\STATIC\AIRFIELD\GEN_1RWY\ 75
TARGETS\STATIC\AIRFIELD\GEN_2RWY\ 76
TARGETS\STATIC\AIRFIELD\AT_TAIF\ 77
TARGETS\STATIC\AIRFIELD\KHAMIS_M\A\ 78
TARGETS\STATIC\AIRFIELD\RIYADH\A\ 79
TARGETS\STATIC\AIRFIELD\LUXOR\ 80
TARGETS\STATIC\AIRFIELD\ASYUT\ 81
TARGETS\STATIC\AIRFIELD\AZIZ\ 82
TARGETS\STATIC\AIRFIELD\ISLAND\ 83
TARGETS\STATIC\AIRFIELD\DJIBOUTI\ 84
TARGETS\STATIC\ARMY\DESERT\2\ 91
TARGETS\STATIC\EWR\DESERT\1\ 92
TARGETS\STATIC\SAM\ 93
TARGETS\STATIC\SUPPLY\DESERT\1\ 94
TARGETS\STATIC\DESAL\1\ 95
TARGETS\STATIC\INDUST\DESERT\1\ 96
TARGETS\STATIC\REFINERY\DESERT\1\ 97
TARGETS\STATIC\TANKER\1\ 98
TARGETS\STATIC\CITY\CIT_RAIL\1\ 99
TARGETS\STATIC\CITY\DJIBOUTI\A\ 100
TARGETS\STATIC\CITY\CIT_ROAD\1\ 101
TARGETS\STATIC\CITY\ASYUT\A\ 102
TARGETS\STATIC\CITY\ASYUT\A\ 102
TARGETS\STATIC\CITY\ASWAN\A\ 106
TARGETS\STATIC\CITY\ASWAN\D\ 107
TARGETS\STATIC\CITY\HURGHADA\ 112
TARGETS\STATIC\CITY\ASMERA\A\ 113
TARGETS\STATIC\CITY\GONDER\ 117
TARGETS\STATIC\CITY\MITSIWA\ 118
TARGETS\STATIC\CITY\RIYADH\A\ 119
TARGETS\STATIC\AIRFIELD\RIY_MIL\ 120
TARGETS\STATIC\CITY\MECCA\ 135
TARGETS\STATIC\CITY\JEDDAH\B\ 136
TARGETS\STATIC\CITY\JEDDAH\A\ 137
TARGETS\STATIC\CITY\MEDINA\ 146
TARGETS\STATIC\CITY\BURAYDAH\ 147
TARGETS\STATIC\CITY\ALMUBRAZ\ 148
TARGETS\STATIC\CITY\HARGEYSA\A\ 149
TARGETS\STATIC\CITY\KHARTOUM\D\ 150
TARGETS\STATIC\CITY\KHARTOUM\M\ 151
TARGETS\STATIC\CITY\KHARTOUM\B\ 152
TARGETS\STATIC\AIRFIELD\KHARTOUM\ 153
TARGETS\STATIC\CITY\BURSUDAN\A\ 154
TARGETS\STATIC\CITY\KHARTOUM\A\ 155
TARGETS\STATIC\CITY\KHARTOUM\E\ 156
TARGETS\STATIC\CITY\SAN'A\D\ 159
TARGETS\STATIC\CITY\SAN'A\B\ 160
TARGETS\STATIC\CITY\SAN'A\A\ 161
TARGETS\STATIC\CITY\SAN'A\E\ 162
TARGETS\STATIC\CITY\ADEN\B\ 163
TARGETS\STATIC\CITY\ADEN\E\ 164
TARGETS\STATIC\CITY\ADEN\A\ 165
TARGETS\STATIC\CITY\ADEN\P\ 166
TARGETS\STATIC\CITY\ADEN\Q\ 167
ENV\BOXCAN\S\1\ 170
CLOUDS 176

This list above was made by me before seeing one of the text files sent by Mikew few months later. Here is that list from the file for comparison.

;World Info file for q:\projects\tfx3\lev\clds0600.wld
;Created With World Editor 95 V1.0

SIZE 400 400
TAGSPACE 1024
STAMPSPACE 256
TARGETSPACE 8276
WORLDVIEWER d:\wintools\worldv.exe
SETDID q:\projects\tfx3
PALETTE 1000pal
PALNAME 0 "(0)"
PALNAME 1 "sea"
PALNAME 2 "coast"
PALNAME 3 "desert"
PALNAME 4 "dunes"
PALNAME 5 "mount 1"
PALNAME 6 "mount 2"
PALNAME 7 "forest"
PALNAME 8 "forest mount 1"
PALNAME 9 "forest mount 2"
PALNAME 10 "synth arable"
PALNAME 11 "salt desert"
PALNAME 12 "desert hills"
PALNAME 13 "rocky1"
PALNAME 14 "rocky2"
PALNAME 15 "rocky3"
PALNAME 16 "arable"
PALNAME 17 "coastrock"
PALNAME 18 "coastcliff"
PALNAME 19 "river"
PALNAME 20 "estury rock"
PALNAME 21 "road"
PALNAME 22 "rail"
PALNAME 23 "pipeline"
PALNAME 24 "islands"
PALNAME 25 "road rail"
PALNAME 26 "Scruff"
PALNAME 27 "industrail rail"
PALNAME 28 "Supply Rail"
PALNAME 29 "EWR rail"
PALNAME 30 "Army rail"
PALNAME 31 "Comms Rail"
PALNAME 32 "Refinery rail"
PALNAME 33 "pumping"
PALNAME 34 "choppy"
PALNAME 35 "THE NILE"
PALNAME 36 "village"
PALNAME 37 "(37)"
PALNAME 38 "(38)"
PALNAME 39 "(39)"
PALNAME 40 "towns"
PALNAME 41 "coastal towns"
PALNAME 42 "rd_rl town"
PALNAME 43 "dam 2"
PALNAME 44 "MaribHigh Dam Actual"
PALNAME 45 "AswanHigh Dam Actual"
PALNAME 46 "Dam"
PALNAME 47 "Oil Rigs"
PALNAME 48 "Oil Derrick"
PALNAME 49 "Nuclear secret base"
PALNAME 50 "EAS Abydos Temple"
PALNAME 51 "EAS Thebes"
PALNAME 52 "EAS temple of Hatshepsut"
PALNAME 53 "EAS Luxor Temple of Amun"
PALNAME 54 "EAS Vally of the Kings"
PALNAME 55 "EAS Tombs of the Queens"
PALNAME 56 "EAS Temple of Horus at Edfu"
PALNAME 57 "EAS Temple of Kom Ombo"
PALNAME 58 "EAS El Sibu Temple"
PALNAME 59 "EAS Amada Temple"
PALNAME 60 "EAS Elephantine Island Temple"
PALNAME 61 "EAS Philae Temple"
PALNAME 62 "EAS Kalabsha Temple"
PALNAME 63 "EAS Beit El Wali Temple"
PALNAME 64 "EAS Abu Simbel"
PALNAME 65 "EAS Hathor"
PALNAME 66 "Py Zawyet el Maiyitin"
PALNAME 67 "Py Dara"
PALNAME 68 "Py Tukh"
PALNAME 69 "Py El Kula"
PALNAME 70 "Oasis"
PALNAME 71 "Comms road"
PALNAME 72 "Naval Bases"
PALNAME 73 "Ports"
PALNAME 74 "Airbase generic"
PALNAME 75 "Airbase generic"
PALNAME 76 "Airbase generic"
PALNAME 77 "Airbase Taif"
PALNAME 78 "Airbase Khamis Mushayt"
PALNAME 79 "Riyadh King Khalid Internatio"
PALNAME 80 "Airbase Luxor"
PALNAME 81 "Airbase Asyut"
PALNAME 82 "king abdl aziz"
PALNAME 83 "barim airbase"
PALNAME 84 "Djibouti"
PALNAME 85 "(85)"
PALNAME 86 "(86)"
PALNAME 87 "(87)"
PALNAME 88 "(88)"
PALNAME 89 "(89)"
PALNAME 90 "(90)"
PALNAME 91 "Army Road"
PALNAME 92 "EWS road"
PALNAME 93 "AA Radar\sams"
PALNAME 94 "Supply Road"
PALNAME 95 "De Salination Plants"
PALNAME 96 "Industrial road"
PALNAME 97 "Refinery road"
PALNAME 98 "Tanker Terminal"
PALNAME 99 "city generic 2"
PALNAME 100 "DJIBOUTI city"
PALNAME 101 "city generic 1"
PALNAME 102 "Asyut city"
PALNAME 103 "(103)"
PALNAME 104 "(104)"
PALNAME 105 "(105)"
PALNAME 106 "Aswan city"
PALNAME 107 "Aswan city"
PALNAME 108 "(108)"
PALNAME 109 "(109)"
PALNAME 110 "(110)"
PALNAME 111 "(111)"
PALNAME 112 "Hurghada city"
PALNAME 113 "Asmera city"
PALNAME 114 "(114)"
PALNAME 115 "(115)"
PALNAME 116 "(116)"
PALNAME 117 "Gonder city"
PALNAME 118 "Mitsiwa city"
PALNAME 119 "RIYADH city"
PALNAME 120 "RIYADH city"
PALNAME 121 "Riyhad military airbase"
PALNAME 122 "(122)"
PALNAME 123 "(123)"
PALNAME 124 "(124)"
PALNAME 125 "(125)"
PALNAME 126 "(126)"
PALNAME 127 "(127)"
PALNAME 128 "(128)"
PALNAME 129 "(129)"
PALNAME 130 "(130)"
PALNAME 131 "(131)"
PALNAME 132 "(132)"
PALNAME 133 "(133)"
PALNAME 134 "(134)"
PALNAME 135 "Mecca city"
PALNAME 136 "Jeddah city"
PALNAME 137 "Jeddah city"
PALNAME 138 "(138)"
PALNAME 139 "(139)"
PALNAME 140 "(140)"
PALNAME 141 "(141)"
PALNAME 142 "(142)"
PALNAME 143 "(143)"
PALNAME 144 "(144)"
PALNAME 145 "(145)"
PALNAME 146 "Medina city"
PALNAME 147 "Buraydah city"
PALNAME 148 "Al Mubarraz city"
PALNAME 149 "Hargeysa city"
PALNAME 150 "KHARTOUM city"
PALNAME 151 "KHARTOUM city"
PALNAME 152 "Omdurman"
PALNAME 153 "Khartoum airbase"
PALNAME 154 "Bur Sudan city"
PALNAME 155 "Omdurman EWR"
PALNAME 156 "Omdurman extra"
PALNAME 157 "(157)"
PALNAME 158 "Umm Durman city"
PALNAME 159 "SAN'A city"
PALNAME 160 "SAN'A city"
PALNAME 161 "SAN'A city"
PALNAME 162 "SAN'A city"
PALNAME 163 "aden city"
PALNAME 164 "aden city"
PALNAME 165 "aden city"
PALNAME 166 "aden"
PALNAME 167 "aden"
PALNAME 168 "(168)"
PALNAME 169 "(169)"
PALNAME 170 "(170)"
PALNAME 171 "(171)"
PALNAME 172 "(172)"
PALNAME 173 "(173)"
PALNAME 174 "(174)"
PALNAME 175 "(175)"
PALNAME 176 "clouds"
PALNAME 177 "(177)"
PALNAME 178 "(178)"
PALNAME 179 "(179)"
PALNAME 180 "(180)"
PALNAME 181 "(181)"
PALNAME 182 "(182)"
PALNAME 183 "(183)"
PALNAME 184 "(184)"
PALNAME 185 "(185)"
PALNAME 186 "(186)"
PALNAME 187 "(187)"
PALNAME 188 "(188)"
PALNAME 189 "(189)"
PALNAME 190 "(190)"
PALNAME 191 "(191)"
PALNAME 192 "(192)"
PALNAME 193 "(193)"
PALNAME 194 "(194)"
PALNAME 195 "(195)"
PALNAME 196 "(196)"
PALNAME 197 "(197)"
PALNAME 198 "(198)"
PALNAME 199 "(199)"
PALNAME 200 "(200)"
PALNAME 201 "(201)"
PALNAME 202 "(202)"
PALNAME 203 "(203)"
PALNAME 204 "(204)"
PALNAME 205 "(205)"
PALNAME 206 "(206)"
PALNAME 207 "(207)"
PALNAME 208 "(208)"
PALNAME 209 "(209)"
PALNAME 210 "(210)"
PALNAME 211 "(211)"
PALNAME 212 "(212)"
PALNAME 213 "(213)"
PALNAME 214 "(214)"
PALNAME 215 "(215)"
PALNAME 216 "(216)"
PALNAME 217 "(217)"
PALNAME 218 "(218)"
PALNAME 219 "(219)"
PALNAME 220 "(220)"
PALNAME 221 "(221)"
PALNAME 222 "(222)"
PALNAME 223 "(223)"
PALNAME 224 "(224)"
PALNAME 225 "(225)"
PALNAME 226 "(226)"
PALNAME 227 "(227)"
PALNAME 228 "(228)"
PALNAME 229 "(229)"
PALNAME 230 "(230)"
PALNAME 231 "(231)"
PALNAME 232 "(232)"
PALNAME 233 "(233)"
PALNAME 234 "(234)"
PALNAME 235 "(235)"
PALNAME 236 "(236)"
PALNAME 237 "(237)"
PALNAME 238 "(238)"
PALNAME 239 "(239)"
PALNAME 240 "(240)"
PALNAME 241 "(241)"
PALNAME 242 "(242)"
PALNAME 243 "(243)"
PALNAME 244 "(244)"
PALNAME 245 "(245)"
PALNAME 246 "(246)"
PALNAME 247 "(247)"
PALNAME 248 "(248)"
PALNAME 249 "(249)"
PALNAME 250 "(250)"
PALNAME 251 "(251)"
PALNAME 252 "(252)"
PALNAME 253 "(253)"
PALNAME 254 "(254)"
PALNAME 255 "(255)"
avatar
Polak

Before I rush with that Texture and Target texture writeoff, please check if there are any new textures available since that last picture list:
#13

BTW There is small error in labeling of TEX numbers: missing are TEX_37, 55, 59 and 60. On the pic it was advanced by 10 in error.

avatar
mikew

I think Krus’s second extractor found a lot of those missing files. You posted that on 18th May last year, and I have a lot of texture files created on 22nd June.
Are all the texture files exactly 49152 bytes in size? There’s a whole heap of them in the 2500 unextracted files I was looking at a few weeks ago. I didn’t know what they were.

avatar
Polak
mikew

Are all the texture files exactly 49152 bytes in size? There’s a whole heap of them in the 2500 unextracted files I was looking at a few weeks ago. I didn’t know what they were.

Hard to check as the extractor extracts the SAME textures in different folders depending on the TOD (Time of The Day). Different palette is used on the same set of textures so they look as different in the morning vs. afternoon or night. So, is 49152 the total size for the folder – I just checked it was 6.51 MB per folder. So I have more?

2500 heap? Never knew about it, but again it looks that I do not miss too many textures. Or at least I think this is so.

avatar
mikew

I meant that each file in the red0200 directory (for example) is exactly 49152 bytes in size. I also have a lot of files of that size which weren’t extracted by Krus.
Are you saying that all the cam1_7.tm files (again for example) from the TOD folders are identical?
What do you use to look at them with?

avatar
Polak

Here is the list of files in typical folder. 139 of them 48 kB each. I open them in Photoshop as RAW 192×256 in size, convert them to greyscale and then into Index and applyin any chosen palette.
Then adjust the gamma as all of them are black unless levels are adjusted to 40.

1 cam1_10.tm
2 cam1_20.tm
3 cam1_22.tm
4 cam1_23.TM
5 cam1_24.TM
6 cam1_7.tm
7 cam1_9.tm
8 cam2_10.TM
9 cam2_20.TM
10 cam2_22.TM
11 cam2_23.TM
12 cam2_24.TM
13 cam2_26.TM
14 cam2_7.TM
15 cam2_9.TM
16 cam3_10.tm
17 cam3_20.tm
18 cam3_22.tm
19 cam3_23.tm
20 cam3_24.TM
21 cam3_7.tm
22 cam3_9.tm
23 cam4_10.tm
24 cam4_20.tm
25 cam4_22.tm
26 cam4_23.tm
27 cam4_24.TM
28 cam4_26.tm
29 cam4_7.tm
30 cam4_9.tm
31 cls.tm
32 DEADCAM1.TM
33 exp_1.tm
34 exp_2.tm
35 exp_3.tm
36 exp_4.tm
37 EXP_6.tm
38 fx_13.tm
39 fx_3.tm
40 fx_4.tm
41 fx_ian2.TM
42 LOGO.TM
43 material.tm
44 mattdead.tm
45 mob_1.TM
46 MOB_2.tm
47 MOB_3.tm
48 MOB_4.tm
49 mob_5.tm
50 plane_1.tm
51 plane_15.tm
52 plane_16.tm
53 plane_18.tm
54 plane_19.TM
55 plane_2.tm
56 plane_21.tm
57 plane_3.tm
58 plane_4.tm
59 plane_5.tm
60 plane_6.tm
61 plane_8.tm
62 REFECT.tm
63 scrf_gre.tm
64 scrf_ref.tm
65 scrf_spc.tm
66 scrf_twn.tm
67 TASKER.TM
68 TASKER1.tm
69 TASKER2.tm
70 TASKER3.tm
71 TASKER4.tm
72 TAXIWAY.tm
73 tex_1.tm
74 TEX_10.tm
75 TEX_11.tm
76 TEX_12.tm
77 TEX_13.tm
78 TEX_14.tm
79 TEX_15.tm
80 TEX_16.tm
81 TEX_17.tm
82 TEX_18.tm
83 TEX_19.tm
84 TEX_2.tm
85 TEX_20.tm
86 TEX_21.tm
87 TEX_22.tm
88 TEX_23.tm
89 TEX_24.tm
90 TEX_25.tm
91 TEX_26.tm
92 TEX_27.tm
93 TEX_28.tm
94 TEX_29.tm
95 TEX_3.tm
96 TEX_30.tm
97 TEX_31.tm
98 TEX_32.tm
99 TEX_33.tm
100 TEX_34.tm
101 TEX_35.tm
102 TEX_36.tm
103 TEX_37.TM
104 TEX_38.tm
105 TEX_39.tm
106 TEX_4.tm
107 TEX_40.tm
108 TEX_41.tm
109 TEX_42.tm
110 TEX_43.tm
111 TEX_44.tm
112 TEX_45.tm
113 TEX_46.tm
114 TEX_47.tm
115 TEX_48.tm
116 TEX_49.tm
117 TEX_5.tm
118 TEX_50.tm
119 TEX_51.tm
120 Tex_52.tm
121 TEX_53.tm
122 TEX_54.tm
123 TEX_56.tm
124 TEX_57.tm
125 TEX_58.tm
126 TEX_6.tm
127 TEX_7.tm
128 TEX_8.tm
129 TEX_9.tm
130 TRG_1.tm
131 TRG_11.tm
132 trg_14.tm
133 trg_15.tm
134 TRG_16.tm
135 trg_17.tm
136 TRG_19.tm
137 TRG_2.tm
138 TRG_3.tm
139 TRG_4.tm
avatar
mikew

I also have 139 in most of the folders …hardly surprising I suppose. 🙂
There are 140 in red1000 though … the extra file is fx_ian3.tm.

I must be the only person in the world that doesn’t have a copy of Photoshop. I’ll see if I can get a demo copy or something. There are 190 files which are exactly the same size (48 kb)in the part of DID.dat which were extracted by Multiex, but not Krus. They are unlikely to be used by the game otherwise they would have been extracted, but I’d like to see what they are.

avatar
Polak

On page 2 of this thread you will find picture of all those textures put together (one year ago exactly) side by side in the thematic groups. They start with TEX_xx.tm which are terrain textures. Then TRG_XX for targets, CAM for camouflage, FX for effects, for plane etc. etc. They are also set by sequential numbers starting in the 1st row from the top of the picture TEX_01.tm – TEX_10.tm and so on. The red names and numbers on the pic are the missing textures if they really are missing or if they exist.

Now I made study of just terrain textures and identified them by name as they are listed in ASC and LST files in LEV folder. I know how they are organised and how they transition to each other and in what sequence depending of the altitude and configuration of the terrain.

Repaint is possible now as there is no more guessing how many generic terrains there are and how they transition. They seamlessly transition all in identical way, meaning configuration of each tile is the same. I will explain this more when I post the main Terrain Tiles compilation.

I also suspect that ( but its just a guess) the tiles are combined into 3×3 (9 tiles) subgroups which are listed by CODE few posts above. That way they can be limited to below 256 types and fit into greyscale MAP we opened the other time. The other map is for SS files.

… but maybe its all wrong (that part about the maps).

Please read the note about MFD textures I cannot identify. The must be somewhere but I see them not.

avatar
mikew

Good work. I guess this has parallels with the stuff we were doing in the Luxor thread and the ssd files … and didn’t you have a theory about the MFD textures then?
http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2121498&page=4&fpart=10#Post2137219

It’s 2AM here, I think I’ll call it a day now.

avatar
Polak

Here below is 2 picture promised Compilation and Keycode to all Terrain Textures found in TAW.
They are so called Environmental textures and they go together with Target Textures.

If you notice on the bottom of each texture there is small symbol of the type of the texture. There are typically 6 types: Generic, Inner Outer Corner Transition, Side Transition, 3 types for Valleys. Careful examination of each texture type may show the resemblance. Code and Transitions to are also indicated.

Having this key anyone who knows how to make the terrain textures (seamlesness, symetry, maintaining transition and all other boring stuff) should be able to create NEW working set. That it will be working in the game I’ll venture to vouch – after all it did cost me some time to decipher all that.

TAWterrainTEXT_A.jpg

TAWterrainTEXT_B.jpg

Perhaps any question?

avatar
mikew

Very impressive!

I can’t say I understand what you’ve done though. Which files have you used to put all this together? I guess it’s redsea.asc, redsea.lst and the TEX_xx.tm files, but are there any others involved?

avatar
Polak

The simplest explanation would be: imagine each texture shown as a quad of 4 subtextures each 96×96 pixels and sometimes that side vertical strip is also utilised.
So the height of each single TM is also 192 but the total width including strip is always 256. There is a some significant unused space. I am still thinking how to expand the size of them.

But going back to 4 quads notice that there are typical patterns as shown on the symbols. The gray is this texture, the white is transition (the type this texture transition to). If you maintain the borderline between pattern and transition in the same place for all the textures they connect like a puzzle.

It is still hard maybe for someone who does not have experience in terrain making to see this, but IMHO they key in ALL and they maintain order and hierarchy.

avatar
mikew

Thanks for the explanation. 192×256=49152 bytes which explains the size of the *.tm files.
I guess these terrain textures are used by the .3 file for a particular tile. Any idea how each subtexture is indexed from a .tm file?

avatar
Polak

Two previously discovered maps are probable being used pararell in conjuction. If there was just one grey shade map only 256 different tile types would be allowed. But we have here 999 as the terrain tiles are sometimes alone, but sometimes together with VALLEY (river, road, railway) and TARGET tile on top (all partially transparent) constitute new separate entity.

So how they accomplished distributing 999 with something with limit of 256? We soon may have the answer as being now familiar more with recognising terrain type tiles I can probe the maps better.

How the indexed from the TM to those maps? We must be missing some file giving coordinates of each square 96×96 tile on TM.

There are still so many questions unanswered in TAW. But with current paste of research we may expect, I hope, the answer before next millenium 🙂 Unless we gather some speed … somehow.

avatar
mikew

Are all 999 textures available for each time of day? I.e. is it one set of 999 textures at 08:00 and another set of 999 at 10:00?

If you haven’t already, I’d suggest looking into one of the terrain .3 files to see how the texture is referenced. I’d expect a similar system as used for the tents.

avatar
Polak
mikew

Are all 999 textures available for each time of day? I.e. is it one set of 999 textures at 08:00 and another set of 999 at 10:00?

999 textures are used for EACH time of the day. What is changing for time is palette. I will post a picture of typlical TAW palette where certain areas will are designated for given part of textures.
So for example there will be 16 colors for sky or another 16 for water. They will slightly deviate in colors depending of each Time Of Day. So the sky for morning would be more violet and darker than for midday.

This is another interesting area of possible research to see how by those slight adjustments to colors of sky, water and land one was to accomplish those effects. All that has changed with introduction of ambient, specular and diffuse lights with DX v.8 (I believe).

For example FS98 was working on similar level of sophistication as TAW. FS2000 changed all. It will be interesting to see and compare how they achieved the same effect. Its history now, but still interesting.

avatar
mikew

Going back to Luxor, the tile south of the airport is called arablm_1 with associated .ssh and .3 files. If the .3 file is opened in a hex editor it can be seen that it uses TEX_2 and sure enough, flying over it shows the same subtexture as shown on the upper left quadrant of ARABLE 2 above.
What amazed me was by changing TEX_2 to TEX_3 made the tile in game change to the one seen in ESTUARY above.
I still don’t know how the upper left quadrant is selected though.

avatar
Polak

It is a question I also do not know positive answer to, however I suspect it can be coded either by shade of grey from that redsea.env file. But since we need to label 999 environtal tiles and target tiles – how 256 grayscale file can cover that? So me think that MAP file is also somehow read and result is two values of gray = 1 tile label. At that point we have record of tile encoded in 2-byte word, so there are 65536 possibilities.

But then again why not make 16 bit map. So maybe it is encoded some other way.

avatar
mikew

There is a tile just to the east of Luxor named arabls_1. This also uses TEX_2, but seemingly a different quadrant. What could be done is to compare the .3 files and investigate the differences.
I may try that tomorrow … it’s too late to start that sort of thing now.

avatar
Polak

Here is is how the ARABLE textures are described in ASC file:

q:\projects\tfx3\sh\ENV\ARABLE\C\1\
0 16 3 3 3 3 3 3 3 3
q:\projects\tfx3\sh\ENV\ARABLE\C\2\
0 3 3 3 3 3 3 16 3 3
q:\projects\tfx3\sh\ENV\ARABLE\C\3\
0 3 3 3 3 3 3 3 3 16
q:\projects\tfx3\sh\ENV\ARABLE\C\4\
0 3 3 16 3 3 3 3 3 3
q:\projects\tfx3\sh\ENV\ARABLE\S\1\
0 16 3 3 16 3 3 16 3 3
q:\projects\tfx3\sh\ENV\ARABLE\S\2\
0 3 3 3 3 3 3 16 16 16
q:\projects\tfx3\sh\ENV\ARABLE\S\3\
0 3 3 16 3 3 16 3 3 16
q:\projects\tfx3\sh\ENV\ARABLE\S\4\
0 16 16 16 3 3 3 3 3 3
q:\projects\tfx3\sh\ENV\ARABLE\I\1\
0 16 16 16 16 3 3 16 3 3
q:\projects\tfx3\sh\ENV\ARABLE\I\2\
0 16 3 3 16 3 3 16 16 16
q:\projects\tfx3\sh\ENV\ARABLE\I\3\
0 3 3 16 3 3 16 16 16 16
q:\projects\tfx3\sh\ENV\ARABLE\I\4\
0 16 16 16 3 3 16 3 3 16
q:\projects\tfx3\sh\ENV\ARABLE\M\
0 16 16 16 16 16 16 16 16 16

If YOU take 16 as ARABLE and 3 code for DESERT and apply this in this 3 vertical rows you get:

16 3 3
3 3 3
3 3 3

which will be arable texture in left upper corner = C1 which will be the 1st quad on TM1

for side =S1

16 3 3
16 3 3
16 3 3

arable in left side S1= lower right quad of TM2. … and so on

Now strangely textures known so far do not contain all of the possibilities and configurations, but I could imagine they can be rotated by the program. Why 2 out of 4 outside corners and 2 out of 4 inside and 3 out 4 for sides I do not quite understand and perhaps there are some more textures which we have not opened.

For clarity think ARABLE, but look at ROCKY1 because that type of tile is clearest to see how it is built and how it transitioning to (desert).

PS. I notice that missing corners and sides are easily obtained by flipping vertically the coordinates (lower left / upper right). One may argue though that so it is for horizontal flip but they are drawn. Who knows?

avatar
Polak

In folder 3 you may find txt configuration files describing textures. One of the entry in those files is this:

[transtxtr]
A=(0,0)
B=(95,0)
C=(191,0)
D=(0,95)
E=(95,95)
F=(191,95)
G=(0,191)
H=(95,191)
I=(191,191)

It describes IMHO terrain tile in 3×3 configuration.

GHI
DEF
ABC

If you to translate all into Hex values perhaps something familair could be found in 3 and ssd files. That might be the link how the game assigns specific quad into 3 or ssd files.

avatar
Polak

Here is the typical set of textures.

Mikew, can you make your toBMP work as a batch? That would safe some time on entering them one by one into your program. If you want me to change this list into coma delimited let me know.

Are we also sure that those ARE all textures they are? This list was taken from Krus’es latest Extractor.

cam1_10.TM
cam1_20.TM
cam1_22.TM
cam1_23.TM
cam1_24.TM
cam1_7.TM
cam1_9.TM
cam2_10.TM
cam2_20.TM
cam2_22.TM
cam2_23.TM
cam2_24.TM
cam2_26.TM
cam2_7.TM
cam2_9.TM
cam3_10.TM
cam3_20.TM
cam3_22.TM
cam3_23.TM
cam3_24.TM
cam3_7.TM
cam3_9.TM
cam4_10.TM
cam4_20.TM
cam4_22.TM
cam4_23.TM
cam4_24.TM
cam4_26.TM
cam4_7.TM
cam4_9.TM
cls.TM
DEADCAM1.TM
exp_1.TM
exp_2.TM
exp_3.TM
exp_4.TM
exp_6.TM
fx_13.TM
fx_3.TM
fx_4.TM
fx_ian2.TM
LOGO.TM
material.TM
mattdead.TM
mob_1.TM
MOB_2.TM
MOB_3.TM
MOB_4.TM
mob_5.TM
plane_1.TM
plane_15.TM
plane_16.TM
plane_18.TM
plane_19.TM
plane_2.TM
plane_21.TM
plane_3.TM
plane_4.TM
plane_5.TM
plane_6.TM
plane_8.TM
REFECT.TM
scrf_gre.TM
scrf_ref.TM
scrf_spc.TM
scrf_twn.TM
TASKER.TM
TASKER1.TM
TASKER2.TM
TASKER3.TM
TASKER4.TM
TAXIWAY.TM
tex_1.TM
TEX_10.TM
TEX_11.TM
TEX_12.TM
TEX_13.TM
TEX_14.TM
TEX_15.TM
TEX_16.TM
TEX_17.TM
TEX_18.TM
TEX_19.TM
tex_2.TM
TEX_20.TM
TEX_21.TM
TEX_22.TM
TEX_23.TM
TEX_24.TM
TEX_25.TM
TEX_26.TM
TEX_27.TM
TEX_28.TM
TEX_29.TM
TEX_3.TM
TEX_30.TM
TEX_31.TM
TEX_32.TM
TEX_33.TM
TEX_34.TM
TEX_35.TM
TEX_36.TM
TEX_37.TM
TEX_38.TM
TEX_39.TM
tex_4.TM
TEX_40.TM
tex_41.TM
TEX_42.TM
TEX_43.TM
TEX_44.TM
TEX_45.TM
TEX_46.TM
TEX_47.TM
TEX_48.TM
TEX_49.TM
TEX_5.TM
TEX_50.TM
TEX_51.TM
Tex_52.TM
TEX_53.TM
TEX_54.TM
TEX_56.TM
TEX_57.TM
TEX_58.TM
TEX_6.TM
TEX_7.TM
TEX_8.TM
TEX_9.TM
TRG_1.TM
trg_11.TM
trg_14.TM
trg_15.TM
trg_16.TM
trg_17.TM
TRG_19.TM
TRG_2.TM
TRG_3.TM
TRG_4.TM
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Polak

Yet another test sample of texture change. This time for cliffs. Still low res version, perhaps Mikew’s idea how to introoduce 256x256 could make it really better.

Disreagard please all wrong colors and textures other than the cliff.

This way or another its a lot of work to repaint all of the textures so in current state of interest and community support the prospect project is unfortunately highly questionable. But still, here:

[two images not archived]

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mikew

Polak, Good work … as usual. 🙂

I understand your comments about the level of interest. It does seem particularly quiet at the moment, but people are either interested or they are not. It seems that just now, it’s just the two of us that are interested.
… and in terms of repainting, it looks like you’re on your own. I suck at anything artistic 🙂

The near term focus from an artistic point of view maybe should be to concentrate on a small area to see what can be done.

In answer to your previous question, yes, I need to create more automated tools. We maybe don’t need to increase the resolution of everything just now, and I suggest we look at the terrain first, while this is still fresh in my mind.

So, I first need a tool to take each 96×96 quadrant from the tex_xx.tm files and transform them into 256x192 .tm files, (192×192 used). I think I’ll leave the 256×256 for now since this isn’t a simple transform from 96×96.

I believe the original toBmp program should work for these new files, but I agree it would help to provide a facility to convert more than one file at a time.

Then comes the hardest part, I need to scan through all the .3 files and find out the ones that use the 96×96 terrain textures. I have to edit these files so that they call up the appropriate new .tm files instead … with the appropriate coordinates.

Once these tools are working it would be a good idea to transform all the terrain tiles to the higher resolution to see whether or not the game still runs. If it doesn’t, then we’re back to square one.

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Polak
mikew

I think I’ll leave the 256×256 for now since this isn’t a simple transform from 96×96.

192 × 8/6 = 256
common denominator for 192 and 256 is 32.

mikew

Then comes the hardest part, I need to scan through all the .3 files and find out the ones that use the 96×96 terrain textures. I have to edit these files so that they call up the appropriate new .tm files instead … with the appropriate coordinates.

I think that knowing now all terrain textures by name and their configuaration I could quite easy provide list of 3 files. All of them would use 96×96 textures except for: roads, river, pipeline and target textures.

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mikew

Numerically, it’s an easy tranform … but what do I do with the pixels? By going 192×192 it is easy to produce a tile which looks identical to what we have today, albeit with a higher resolution. The textures can then be modded at leisure. Going 256×256 will create some distortion, but you are right, I should look into this from the start.

It would certainly save me a lot of time if you have a list of the terrain .3 files.

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Polak
mikew

Going 256×256 will create some distortion, but you are right, I should look into this from the start.

No resampling will make it automatic and since now all textures are square (96×96) better to continue that trend. Going 256×192 for quadrant tile WOULD intoduce a distortion.

mikew

It would certainly save me a lot of time if you have a list of the terrain .3 files.

I’ll do that NP.

And last question in terms of coordination. Will be able to make that toBMP a batch program? Else, I will start converting of textures. I would like to investigate and finalise the palette index positions.

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mikew

The 256×192 .tm file would contain a 192×192 texture with an empty space on the right hand side. This is because the game seems to expect lines which are multiples of 256. I also need to check if the game can handle 256×256 before going too far down that road.

I don’t have time tonight to make the batch toBmp program. Maybe tomorrow.
Is that the priority as far as you are concerned?

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Polak

Mikew,
I made that list connecting type of terrain with 3 models. I emailed it to you. Let me know if I can be of any help in combing the files to make changes we want.

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mikew

Thanks for that. I think there are more though. For example, Luxor airbase is built on the tluxor.3 and this uses tex_2.tm. But we’ll worry about that later. I’ll try and get on with the batch converter first.
As far as I know the .ssd files will not be affected unless we try to make some totally new terrain tiles.

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Polak
mikew

Luxor airbase is built on the tluxor.3 and this uses tex_2.tm. But we’ll worry about that later. I’ll try and get on with the batch converter first.

All bases belong to group targets (TRG). The terrain is group envronmemt (ENV). All together there are total 999 of them. TRGs are more numerous of course. I do not know if 999 is any limit or it can be expanded further.
Still interesting is to me how 999 integer is represented on 1 byte, or 256 grayscale map? There are those two RED_SEA maps (one for ENVs one for TRGs) but if you look close at the list I send you today the number of positions IS pretty close to 256. Maybe both ENVs and TRGs do not exceed in total 512 after all … somehow?

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mikew

Polak,
There seems to be some layering going on with the airfields. tluxor.3 is the bottom layer and uses tex_2.tm as its texture. Some of the red blotches from my modified tex_2.tm show through in the following picture:

luxor_on_arabl.jpg

I’ve sent you the texture batch converter. It only works with the current resolution at the moment.

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Polak

Yah I realise well of layering.
But still even if we eliminate say 256 tiles as a background or not, the rest 999-256=743 cannot be portrayed by another 256 color map. Unless they somehow manage to get away with just 1/3 of that number.

Thank you for converter. Cool.

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mikew

I don’t see why the 999 needs to be encoded as one byte. In the file where this is used, redsea.lst, at least 2 bytes are used for each element.

It looks like 256×256 is one step too far:

tex256256.jpg

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Polak
mikew

It looks like 256×256 is one step too far:

was TM texture resized to 256×256 or just coordintes in 3 changed? By resizing texture I mean apply the picture on entire new area. Making just larger texture may just create empty blavk band as on the bottom.

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mikew

It was a full 256×256 texture. This one in fact:

tey_2.jpg

I had to modify my fromBMP program to produce a 256×256 .tm file. The file arablm_1.3 was changed so that the coordinates were correct. There may, of course, be something else that could be changed … but I don’t know what it is.

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Polak

Mikew,
I was looking at this texture some minutes ago and this came to my mind: perhaps it is NOT the TAW program which dos not want to display anything larger than 192 in hight, but rather BMP2TM convertor? Looking on the all textures I found that Trg_4 is being blackened up completely because for some reason it is being read as Trg_4. (with dot). Check that TM and see what is going on there.

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mikew

A good theory, and worth checking. The .tm file is exactly 65536 (256×256) bytes in size though, and I’ve also checked that the whole file is filled with useful data. A pity.

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Polak

Another theory would be that white and green used to fill those bottom parts of the texture are falling OUT of the palette. Or the palette being sampled in process BMP2TM only within the upper portion of the texture (256×192) and not beyond – the bottom.

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mikew

I asssure you that I’ve now thoroughly checked this … and can’t find anything wrong, at least with the .tm file. I even made another texture by copying across a piece of landscape to cover the big white area of the .bmp. It didn’t make any difference though.

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Polak

I have opened all additional noname TM textures sent by mikew. Here are some of interest:

interesting.jpg

I have no clue what those in the bottom row represent.

Notice alternative to the clouds (I think that one is NOT used).

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mikew

bump

… and this. A picture a few posts back shows the effect of trying a 256×256 palette. What is encouraging is the area is correct, but we lose colour information for some reason.

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Polak

This one was interesting but nearly abandoned and forgotten (as many other interesting tidbits of TAW info). I believe that black area is showing and only palette problem of the test texture is not allowing it to display white and green pattern below.

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mikew

I don’t believe that’s the case. It’s not using the palette at all in that region, or at least not sending the colour information to the video card.

Hmmn, I could maybe try this again in software mode … in a few days.

With the new .3 file knowledge we’ve gained this year we could maybe split up each tile so that four different textures are used instead of one. This could take us to 384×384.

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Polak
mikew

It’s not using the palette at all in that region, or at least not sending the colour information to the video card.

If that region on the texture is painted in any color which is NOT part of the palette currently used you may get just such an anomaly.

EDIT: I read the whole end of the thread – you responded to that already.

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mikew

No problem. As long as there are bytes to be read they must be part of the palette since the palette covers the whole 0–255 range.

If the game read in this part as zeroes then the result would be white since this corresponds to transparent. If 255, then that palette position is not black, so I conclude that the palette is not being used at all. Another unexplained mystery.

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Polak

I see that edge of the river bank on small texture on the side turned and showing white. Originally and on the TM it was black to be transparent. 😕

EDIT: I guess its not black, but that bluish background color but on the picture shot is white. If bluish then all is OK.

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mikew

The edges of the riverbank are transparent and will show up black if the texture is viewed separately. In the game, the world beyond the horizon is white so it’s this white void we see through the transparency. Any blue tinge is caused by the conversion of the screenshot to .jpg for uploading to Photobucket.