UT99 - BMP / PCX import in class error

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OjitroC
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Re: UT99 - BMP / PCX import in class error

Post by OjitroC » Tue Oct 06, 2020 10:03 am

1337GameDev wrote:
Tue Oct 06, 2020 12:36 am
What format should the PCX be in? Indexed color and power of 2 dimensions seem to be the only requirements....
AFAIK that's correct. Have you tried importing the PCX in the Editor?

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sektor2111
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Re: UT99 - BMP / PCX import in class error

Post by sektor2111 » Tue Oct 06, 2020 5:19 pm

I'm often using PCX with 256 colors and format Version 5 by an older PSP - that one won't fail because has the same age with UT...

1337GameDev
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Re: UT99 - BMP / PCX import in class error

Post by 1337GameDev » Sun Oct 11, 2020 12:34 am

Higor wrote:
Tue Oct 06, 2020 1:17 am
Game version?, I rewrote the BMP importer to support EVERY legacy format on v469.
I haven't applied v469 yet. Is this BMP importer vastly improved vs previous versions?

If so, I'll update asap.

Higor
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Re: UT99 - BMP / PCX import in class error

Post by Higor » Sun Oct 11, 2020 1:16 pm

My notes on the new v469 BMP importer:
Higor wrote: Supported RGB color palette formats:
- 1 bpp RGB
- 2 bpp RGB
- 4 bpp RGB
- 4 bpp RGB + BI_RLE4 encoding
- 8 bpp RGB
- 8 bpp RGB + BI_RLE8 encoding

Supported RGB formats:
- 16 bpp RGB
- 24 bpp RGB
- 32 bpp RGB

Supported ARGB formats:
- 16 bpp ARGB with BI_BITFIELDS encoding
- 24 bpp ARGB with BI_BITFIELDS encoding
- 32 bpp ARGB with BI_BITFIELDS encoding

* The importer does not make use of the V5 color space information.
EDIT: The PCX importer supports 4 bits in v469, and non-RLE versions as well.
Was meaning to write a Targa importer but got lazy.
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Re: UT99 - BMP / PCX import in class error

Post by 1337GameDev » Sun Oct 18, 2020 6:48 pm

I gave up on using pcx, and was able to get bmp to work. Bmp doesn't seem to require anything special, except a texture dimensions that are powers of 2. I removed my previous setting of indexed color.

I'm not sure why the importer was giving errors about not being able to find the file, vs it being an improper format.

I hope that was fixed in v469.