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Star Havenxungun12
Struggling to make a texture 128x64 instead of 128x32 (IA 8b)
it cuts the top half of it...
xungun12•122d ago
it even correctly assign 64 of height in the build file...
bates64•122d ago
you probably need to change the geometry also
xungun12•122d ago
huh?
Can you tell me what values?
bates64•122d ago
see NoControllerGfx, just below
xungun12•122d ago
yeah!
xungun12•122d ago
huhhhhh
bates64•122d ago
i think you want to change the last two values (dsdx, dsdy)
xungun12•122d ago
0400?
bates64•122d ago
its in S10.5 fixed point format, there may be a macro
xungun12•122d ago
xungun12•122d ago
doubled them
to 0800
i'm so loooost! XD
i think that editing those values just moves the rectangle
xungun12•122d ago
nope...
bates64•122d ago
i can reproduce this
playing around
bates64•122d ago
seems to be rendering like 40px of height
xungun12•122d ago
32
bates64•122d ago
most likely
xungun12•122d ago
there's nothing else to edit about it
xungun12•122d ago
xungun12•122d ago
i guess i have to use 4-bit instead?
bates64•122d ago
ah. that makes sense
you can change it in splat.yaml
and also change G_IM_SIZ_8b to G_IM_SIZ_4b
xungun12•122d ago
xungun12•122d ago
nothing changed even if it is 8b
bates64•122d ago
no background, did the rdp crash?
xungun12•122d ago
just the texture broke
xungun12•122d ago
doubled the dtdy
xungun12•122d ago
same thing
bates64•122d ago
great success
xungun12•122d ago
and it breaks the texture in the assets folder
xungun12•122d ago
🙀
what was the issue?
bates64•122d ago
need to use gsDPLoadTextureTile_4b
xungun12•122d ago
xungun12•122d ago
@Alex
bates64•122d ago
I figured this out by looking at a different ia4 texture, map_arrows, and looking at its display list PauseGfxArrows
xungun12•122d ago
xungun12•122d ago
oh nevermind XD
i forgot to delete the stuff before
still broken :/
bates64•122d ago
you changed it to ia4 in splat.yaml and reconfigured, right?
xungun12•122d ago
xungun12•122d ago
ooooh
to ia4
bates64•122d ago
dont remove lines 179-186 sorry
quirk of the diff i sent
xungun12•122d ago
works!!! thank you so much @Alex ❤️
bates64•122d ago
awesome
xungun12•122d ago
it breaks transparent pixels unfortunately, but it's not noticeable!
bates64•122d ago
i didnt have that issue
xungun12•122d ago
semi-trasparent pixels, my bad
xungun12•122d ago
bates64•122d ago
you dont need to hardcode the height (
64
) on the gsDPLoadTextureTile
ah i see. yeah thats not really a problemxungun12•122d ago
bates64•122d ago
oh
change the palette maybe
xungun12•122d ago
IA-4 doesn't use palettes
bates64•122d ago
mb
xungun12•122d ago
that doesn't cause issues tho
bates64•122d ago
correct, its equivalent
better practice to not hardcode it though
xungun12•122d ago
it breaks the vanilla texture dump tho
that's why i did that
.
bates64•122d ago
I see, imo that's a non-issue but perhaps we can find a way around that in future (provide a different splat.yaml for build and split @ethteck)
xungun12•122d ago
👍
also i believe the semi-transparent pixel break is an IA-4 limitation
bates64•122d ago
yeah its an alpha mask mode
xungun12•122d ago
bates64•122d ago
you should see a warning
alpha mask mode but translucent pixels used
when it builds?xungun12•122d ago
nope
xungun12•122d ago
just these
bates64•122d ago
oh, that's because we don't use the python img/build.py anymore and instead use pigment. @ethteck should we add checks like this to pigment?
bates64•122d ago
e.g. for ia4
Ethan•122d ago
howdy folks
yeah that seems probably good
it might want to be opt-in to get the warnings
but idk
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