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Hey guys,
I'm working on a graphical mod for another Nival game from that period, Etherlords, and it seems like some of the textures are kept not inside textures.res but inside a different file. Does anyone know how to unpack and pack a .tsr file? Google says nothing about that extension (well maybe apart from The Sims 3 apparently also having one named like that but I bet its a different file completely).
For those interested I'll send this file here, it's a small one, only 6 mb, maybe someone wants to check it out.
https://ufile.io/soxvewt9
I'd be very grateful for any help with this one
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03.06.2023, 17:01
(Сообщение последний раз редактировалось: 03.06.2023, 17:19 Atom.)
(03.06.2023, 11:32)Wingard Написал: Hey guys,
I'm working on a graphical mod for another Nival game from that period, Etherlords, and it seems like some of the textures are kept not inside textures.res but inside a different file. Does anyone know how to unpack and pack a .tsr file? Google says nothing about that extension (well maybe apart from The Sims 3 apparently also having one named like that but I bet its a different file completely).
For those interested I'll send this file here, it's a small one, only 6 mb, maybe someone wants to check it out.
https://ufile.io/soxvewt9
I'd be very grateful for any help with this one
Hey, i open this file with https://rawpixels.net/, and get this result after any magic...
This is just a pixels byte stream of images 48x48 resolution
upd. in start file maybe palettes or tiles addreses
Oh, i`m sorry, this is correct params and result
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Hello, thanks for your interest and help! I had no idea this could be opened just like that, and with anything avaliable on the internet!
Looks like changing the parameters affects the way it reads the file in real time, that's very handy.
The picture looks more or less correct, these are tiles used to texture the maps in the game. The water and swamp is here as it is in the game but i'm not seeing the textures for ground types of terrain so I assume they apply some internal RGB set of shades to create it and then put some noise on top of that to make it appear more detailed.
The question is whether or not the game will recognize any of this if I attempt to increase the resolution, or is it even possible to save the edited picture in a way that will be avaliable for the game to read. Perhaps just renaming .png or .dds to .tsr will be enough. So far it's not but maybe I gotta try some more. In either case I suppose I have some experimenting ahead of me.
I'll try to tinker with this over the weekend and can share the results if anyone's interested. Thank you again for your help, Atom!
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04.06.2023, 12:56
(Сообщение последний раз редактировалось: 04.06.2023, 13:05 Atom.)
1. I am very glad that my help was useful to you.
2. You need to make a tsr <-> png converter, it is quite possible. But it is necessary to disassemble the beginning of the file - as I said, most likely there is a table indicating the sizes and offsets of tiles. If this is the case, then it is quite possible to change the resolution of textures.
3. otherwise, if there are no records about the resolution of textures (for example, if this resolution is sewn into .exe) - only change them in the old resolution. In this case, it is enough to make a distillation from offset 12910 (hex) to png with a color depth of 24 and back. In tsr, the color is stored as BGR depth 24.
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(04.06.2023, 12:56)Atom Написал: 1. I am very glad that my help was useful to you.
2. You need to make a tsr <-> png converter, it is quite possible. But it is necessary to disassemble the beginning of the file - as I said, most likely there is a table indicating the sizes and offsets of tiles. If this is the case, then it is quite possible to change the resolution of textures.
3. otherwise, if there are no records about the resolution of textures (for example, if this resolution is sewn into .exe) - only change them in the old resolution. In this case, it is enough to make a distillation from offset 12910 (hex) to png with a color depth of 24 and back. In tsr, the color is stored as BGR depth 24.
I tried some simple stuff but not exactly anything of that you wrote because i've no idea how to do that I don't do this stuff profesionally so I get lost even while reading your post. Either way the simple upscale+format edit doesn't work, predictibly so.
But it's possible the game wouldn't be able to correctly use it anyway, when I tried to upscale parts of the interface like icons (they are stored in a 5x5 grid, 25 icons per one file) and it cuts them off, so clearly data is hidden within .exe where exact numbers are telling it precisely how to cut the texture file. Changing that is beyond my skill.
Static parts of the interface can be moved by modifying the content of CutParts.ini and Controls.ini file but this includes only backgrounds and buttons, there aren't references to elements of the gameplay such as skills or spells, they are also displayed as icons in the game. I could, for instance, make the field for the list of spells wider but the game will still display them in the original, narrower field.
I'm sorry if I disappointed you, you gave me what looks like a very solid and informative answer but i'm just not capable of putting your knowledge to use in practice.
I suppose I'll now dig some more into the files to prepare the field by moving the static parts of the interface for a potential future where a programming-skilled Etherlords fan will take interest in this and finish the job I started by modifying the .exe file.
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Etherlords 1 models and anim import
gipat.ru/forum/thread-3986.html
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