Trouble importing PCX files

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jmartin
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Trouble importing PCX files

Post by jmartin »

Anyone else have trouble with PCX files?

I could never get them to import into UnrealEd 1 or 2.

If I EXPORT a default texture to PCX, then re-import it, it works fine, but if I create my own from scratch, it never wants to import.

No biggie since I convert everything to Bitmap and they work fine.

PBrush, IrfanView, Photoshop all convert to bmp and import fine.

When I use IrfanView or Photoshop to save as a PCX file, they never import correctly and the texture is scrambled.

I even tried my old copy of ZSoft PC Paintbush IV (the father of PCX files) and it still never worked.

What's up with that?


Also, ever done this?

You have the flag and are about to return it to your Base, but then drop it so one of your Bots can pick it up and have the honors?

That's just crazy right? :D

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Re: Trouble importing PCX files

Post by Barbie »

Had they a square size of a power of two? Maximum 256 colors? Best would be if you put an example of a none importable PCX file here.
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Re: Trouble importing PCX files

Post by fudgonaut »

jmartin wrote: Thu Dec 02, 2021 1:14 am Anyone else have trouble with PCX files?
Yeah I never got Photoshop make usable .pcx files.
Even with .bmp I used to have a lot of problems getting format settings correct for import.
This is workflow I use now:

- I make all my textures in photoshop
- I save the final images as .tga (24-bit depth)
- Then I use Bright to batch process the .tga files to .pcx

Bright has never failed me — especially when using the -pinkmask argument to ensure my masked textures are processed correctly.
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jmartin
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Re: Trouble importing PCX files

Post by jmartin »

Barbie wrote: Thu Dec 02, 2021 1:38 am Had they a square size of a power of two? Maximum 256 colors? Best would be if you put an example of a none importable PCX file here.

Thanks Barbie

Yes. 256x256, 128x128, 64x32 etc.

16.7M colors.

PCX imports have to be 256 colors? That's probably the problem then.

Odd, cause the exact same file in BMP format imports fine.

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Acoma
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Re: Trouble importing PCX files

Post by Acoma »

dumb idea but maybe try taking a png screenshot of the texture with snipping tool and then try to import it? print screen and paint could work too
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ExpEM
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Re: Trouble importing PCX files

Post by ExpEM »

Something something 8bit something format?
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Re: Trouble importing PCX files

Post by sektor2111 »

Never failed by importing the same format as it was exported from Editor. First time I examined file format and details for figuring what Editor knows to do.
Something which I'm using is PCX with 256 colors, format PCX v5 (old PSP here), it's all normal. Also plain BMP in 24 bit.
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Re: Trouble importing PCX files

Post by Dr.Flay »

Q: what renderer are you using (for the game and in UEd) and have you enabled support for compressed textures ?
Importing a 24 bit image will result in a DDS/S3TC import.
Texture sizes and colours are not so limited since the better renderers became available, so a lot of my textures are 24 bit these days, however it has to be enabled in the renderer config.

General rule of thumb;
PCX export does not try to keep the colours in the same order that it was imported.
BMP does not change the palette order unless you save at a lower bit-depth.
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Re: Trouble importing PCX files

Post by Delacroix »

Make sure to have INDEXED color palette! (do so in Photoshop, it can't show RGB or CMYK, but indexed)
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Re: Trouble importing PCX files

Post by fudgonaut »

Delacroix wrote: Thu Dec 02, 2021 11:11 pm Make sure to have INDEXED color palette! (do so in Photoshop, it can't show RGB or CMYK, but indexed)
This is why I love using Bright because it automatically indexes/palettizes my .tga files as it converts them to .pcx
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Re: Trouble importing PCX files

Post by jmartin »

Dr.Flay wrote: Thu Dec 02, 2021 10:47 pm Q: what renderer are you using (for the game and in UEd) and have you enabled support for compressed textures ?
Importing a 24 bit image will result in a DDS/S3TC import.
Texture sizes and colours are not so limited since the better renderers became available, so a lot of my textures are 24 bit these days, however it has to be enabled in the renderer config.

General rule of thumb;
PCX export does not try to keep the colours in the same order that it was imported.
BMP does not change the palette order unless you save at a lower bit-depth.
Hey Doc!!!

So glad to see you're still around. It's been a while. :tu:

To be honest I'm not exactly sure except to say I'm using a plain vanilla install of UnrealEd 432.

Rendering is direct 3d support. Didn't see a compressed files setting.

I actually never use PCX files. All my graphics are 24 bit bitmaps and they work fine, but I was curious what the deal was.

Interesting how PCX is such an old format. I remember back in the 'ol days using a program called Picem and TPicem to display PCX and Compuserve's fancy new GIF files.

https://en.wikipedia.org/wiki/PCX

https://www.pcorner.com/list/DPGRAPH/PICEM31B.ZIP/INFO/
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Re: Trouble importing PCX files

Post by EvilGrins »

I've never had that problem, making original .pcx files.

I use ThumbsPlus to convert formats, I work edits in .png and convert them to .pcx when I'm putting them back into UT. I can convert anything into either format with that thing, and I'm not even using the most recent version of ThumbsPlus.

Only difficulty I ever come across is ensuring the .pcx files are the correct resolutions... if they're not exact they won't work.
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jmartin
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Re: Trouble importing PCX files

Post by jmartin »

Delacroix wrote: Thu Dec 02, 2021 11:11 pm Make sure to have INDEXED color palette! (do so in Photoshop, it can't show RGB or CMYK, but indexed)
Thanks Delacroix

Yes, that appears to be the solution.

Created a PCX file from scratch in Photoshop, click on Image/Mode/Index color.

I selected Uniform, 256 color, and it worked.

Unfortunately MsPaint (PBrush) and IrfanView has no such settings.

I'll keep using bitmaps just because it is so much more versatile, but good to know. An old question laid to rest.

Thanks :tu:

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