andrewj
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Cakes 24
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« on: April 23, 2008, 05:46:19 AM » |
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QPakMan is an all-singing all-dancing Quake1 pak/mip tool. Package with Windows and Linux binaries is here: http://glbsp.sourceforge.net/files/qpakman-062b.zipWhat it can do: 1) list pak / wad contents 2) create a pak file 3) unpack a pak file 4) create a miptex wad 5) create a pic wad (GFX.WAD) 6) unpack a wad (pics or miptex) 7) extract miptex from pak / bsp What it cannot do (yet) : 1) convert LMP images 2) convert Quake2's WAL images 3) sing or dance Special file names for miptex creation: "plus_" prefix will become '+' "star_" prefix will become '*' "_fbr" suffix allows use of fullbright colors in the palette Manual and Source now included
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« Last Edit: March 18, 2011, 06:04:31 AM by fromhell »
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fromhell
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« Reply #1 on: April 23, 2008, 03:27:28 PM » |
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Than you I will give this a try to night!
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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fromhell
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« Reply #2 on: April 27, 2008, 12:31:48 AM » |
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I lied. I'm finally going to try it today. I'll let you know of anything that goes awry. I've adjusted my texture filenames and made qpakman part of the build process in a different .bat file, this is good
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« Last Edit: April 27, 2008, 01:08:32 AM by leilol »
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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fromhell
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« Reply #3 on: April 27, 2008, 01:14:18 AM » |
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BUG NOTOICED!
The sky textures don't really seem to keep their index 0 transparency, for some reason. This is me trying it on my starry, blue clouded sky i am so fond of
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #4 on: April 27, 2008, 07:08:23 AM » |
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Please post a link to the sky image itself.
Does the sky image use actual transparency (alpha channel in PNG talk) or a special color (if so, what color) ?
Lastly I assume only textures which begin with "sky" get the special treatment, so let me know if that's not right.
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andrewj
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Cakes 24
Posts: 584
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« Reply #6 on: April 29, 2008, 01:30:26 AM » |
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New binary with the sky fix: http://glbsp.sourceforge.net/files/qpakman_055.zipExtracting the miptex will use Alpha transparency for the sky images. Miptex packer supports both Alpha (any image) and the color black (left half of "sky" images). Conchars seems to be PIC format instead of MIPTEX format, even though it is tagged as miptex in Quake's "gfx.wad" file. Doesn't matter just now as I don't support PIC yet.
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fromhell
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« Reply #7 on: April 29, 2008, 01:35:18 AM » |
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well conchars can always be raw opened (128x128x8) but that's not an idiotproof process. Hexen II has a TINYFONT (128x64) and a big conchars (256x256) so it'll be tougher 'detecting' those. Maybe go by their file size.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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fromhell
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« Reply #8 on: May 02, 2008, 01:08:44 AM » |
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Maybe an 'exclude' feature would work so I wouldn't have the .svn files get paked.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #9 on: May 02, 2008, 03:00:07 AM » |
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I will fix the PAK creation to ignore any file/directory starting with a dot. That will solve the .svn problem.
For CONCHARS and TINYFONT, packing is no problem, just convert PNG to a block of raw pixels where index #0 means transparent.
Unpacking them: guess the dimensions based on lump size, or FAILURE when the lump size is weird. That is enough for me (packing is the most important thing).
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fromhell
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« Reply #10 on: May 03, 2008, 12:51:08 AM » |
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Maybe a parm to use an external palette lmp would be cool too
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #11 on: May 03, 2008, 04:10:44 AM » |
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External palette would be easy to support.
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #12 on: June 29, 2008, 06:13:33 AM » |
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UPDATE:
Made PAK creation ignore files beginning with a dot, like ".SVN". Untested so feel free to swear at me if it doesn't work. Download link is in the very first post.
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fromhell
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« Reply #13 on: July 02, 2008, 02:56:55 PM » |
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Thanks, i'll give this a try later
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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fromhell
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« Reply #14 on: August 22, 2008, 11:15:40 PM » |
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Awesome, now the pak is 6.76mb and takes a fraction of a second to make! This is motivating.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #15 on: August 24, 2008, 08:30:23 AM » |
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:-)
I'm in the mood to work on QPakman this week, been playing Quake II and wanna poke around its pak file.
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fromhell
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« Reply #16 on: August 24, 2008, 09:55:41 AM » |
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that's good because i'm editing oqplus this week as well
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #17 on: August 30, 2008, 08:54:27 AM » |
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OK version 0.62 is done (link in first post)
New stuff: + can create and unpack GFX.WAD + documentation!! - built-in palettes for Hexen II and Quake II - support custom palettes - can do MAKETEX (make texture wad from paks/bsps)
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fromhell
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« Reply #18 on: October 15, 2008, 01:10:54 AM » |
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odd, when creating a haktoria pak0 it still includes the SVN folder
my arguments: qpakman.exe models/* maps/* sound/* gfx/* gfx.wad default.cfg hexen.rc end.bin end2.bin -o pak0.pak
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #19 on: October 15, 2008, 01:52:32 AM » |
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I guess "models/*" under windows will include files/folders that start with a dot. [linux does not do that]
Try: models/*.* gfx/*.* maps/*.* [etc....]
[EDIT] Better yet, don't use '*' at all: qpakman models gfx sound maps ..... -o foo.pak
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« Last Edit: October 15, 2008, 01:59:15 AM by andrewj »
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andrewj
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Cakes 24
Posts: 584
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« Reply #20 on: October 24, 2008, 05:10:00 AM » |
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NEWER VERSION
Haktoria palette is built in: -game haktoria Converts LMP lumps to/from PNG images Error diffusion for Miptex creation Converts palette.lmp to/from palette.txt Converts fontsize.lmp to/from fontsize.txt Can make these lumps: invpal.lmp, tinttab.lmp, tinttab2.lmp, 16to8.dat
Note: I'm not sure tinttab.lmp (the one for particles) is generated correctly, the one in H2Demo is just weird, as if particles were using their own (different) palette.
WILL DO SOON: Analysis and generation of colormap.lmp, colormap.pcx and player.lmp Conversion of gfx/menu/conchars.lmp to/from PNG
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« Last Edit: October 24, 2008, 05:38:10 AM by andrewj »
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fromhell
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« Reply #21 on: November 06, 2008, 02:48:23 AM » |
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tried it, its nice having red blood particles again there's no source in this one btw
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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