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Author Topic: Mortal Kombat X  (Read 58447 times)
mkhacker
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Re: Mortal Kombat X
« Reply #75 on: April 29, 2015, 11:33 »

Thanks for all your support on this game guys I have been reading your process and this seems like It's on a whole new level from Injustice and Mortal Kombat 9. I only have 1 question for Gildor, when using the viewer for loading screens it only sees the first texture in the file, (Image0) is it possible to make it view the other ones as the loading screens have about 8 'peices' in the 1 file. I could then use screenshot to get a nice crispy sump of the textures and peice them together. I did try selecting "next" (page up/dwn) while viewing the file but no luck.

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prj20424
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Re: Mortal Kombat X
« Reply #76 on: May 01, 2015, 11:57 »

it might be usefull

Compress a texture using the GPU into the BC7 format using OpenCL or CUDA
https://github.com/volition-inc/bc7_gpu
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Gildor
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Re: Mortal Kombat X
« Reply #77 on: May 01, 2015, 12:07 »

This is a compression library. I need decompression Smiley And I need a library which would be free from other third-parties as much as possible. CUDA SDK is a huge library, more than 1Gb of size - it's unacceptable for me.
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prj20424
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Re: Mortal Kombat X
« Reply #78 on: May 01, 2015, 12:42 »

This is a compression library. I need decompression Smiley And I need a library which would be free from other third-parties as much as possible. CUDA SDK is a huge library, more than 1Gb of size - it's unacceptable for me.

There is an OpenCL version and a CUDA version which can be switched with the #defines in "bc7_gpu.h".

there is a
bc7_decompress.h
bc7_decompress.cpp
// Copyright (c) 2012 THQ Inc.
// All rights reserved.

But who can stop you from rewrite code your way?
« Last Edit: May 01, 2015, 12:43 by prj20424 » Logged
Gildor
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Re: Mortal Kombat X
« Reply #79 on: May 01, 2015, 12:54 »

there is a
bc7_decompress.h
bc7_decompress.cpp
// Copyright (c) 2012 THQ Inc.
// All rights reserved.
Didn't notice that, thanks. Readme didn't mention that this library has decompression capabilities. Probably it's worth trying.
I've checked #includes, and it seems like decompressor doesn't require any additional library to be included.
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mkhacker
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Re: Mortal Kombat X
« Reply #80 on: May 02, 2015, 18:24 »

Any way to force umodel to read the "next" packed texture in archives that contain more than 1?
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Gildor
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Re: Mortal Kombat X
« Reply #81 on: May 02, 2015, 18:27 »

UModel reads ALL objects contained in package, unless you'll specify exactly which object to load.
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mkhacker
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Re: Mortal Kombat X
« Reply #82 on: May 04, 2015, 04:39 »

I just tried it agian and its working now, I swear the first time I tried it pressing page up/dw did nothing... but I got it now sorry to be a bother Smiley
« Last Edit: May 04, 2015, 04:41 by mkhacker » Logged
Darko
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Re: Mortal Kombat X
« Reply #83 on: May 04, 2015, 07:25 »

Stupid question, does umodel support models already??
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Gildor
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Re: Mortal Kombat X
« Reply #84 on: May 04, 2015, 11:25 »

Stupid question, does umodel support models already??
Not yet. I've researched SkeletalMesh format, need a lot of coding now - but still have no free time. Sorry.
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Darko
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Re: Mortal Kombat X
« Reply #85 on: May 04, 2015, 17:14 »

Stupid question, does umodel support models already??
Not yet. I've researched SkeletalMesh format, need a lot of coding now - but still have no free time. Sorry.

Nah, don't worry, I understand the situation and your job is first than this crap, It's just I was confused with the pack support and the images of some imported models. Anyways thanks for the asnwer.
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mkhacker
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Re: Mortal Kombat X
« Reply #86 on: May 11, 2015, 15:59 »

Gildor: stumbled accross this, It mentions BC7 Compressor / Decompressor Library 
http://sourceforge.net/projects/texgenpack/
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Gildor
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Re: Mortal Kombat X
« Reply #87 on: May 11, 2015, 16:45 »

Gildor: stumbled accross this, It mentions BC7 Compressor / Decompressor Library 
http://sourceforge.net/projects/texgenpack/
I'm aware of this library. It was migrated to GitHub, and its author created another one - "detex" - which has only texture decompression functionality. UModel already has this library integrated, but I disabled it because of poor quality of decompressed images.
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mkhacker
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Re: Mortal Kombat X
« Reply #88 on: May 11, 2015, 17:57 »

Ahh yes, I knew you had implemented detex in your 2nd last umodel build. I didn't know this was an older version (from the same authors) of detex.



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Gildor
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Re: Mortal Kombat X
« Reply #89 on: May 14, 2015, 11:22 »

I've posted an issue on "detex" page, and author of this library has fixed it. Now UModel has full BC7 texture support using "detex" library. Enjoy!
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