SRTT HUD Format

Sorry, I was being a bit ignorant, wasn't I.

Ah ok. I was more curious that you had potentially found some limitation or problem with our tools that we needed to address.
 
Ah ok. I was more curious that you had potentially found some limitation or problem with our tools that we needed to address.
The tools work perfectly in my opinion!
I was just wondering how I could batch convert DDS to TGA.
 
The tools work perfectly in my opinion!
I was just wondering how I could batch convert DDS to TGA.

Oh, I wrote a batch file to do that with scanti's texture utils. Easy Peasy. Just throw them all in your existing folder and run it:
Code:
for %%f in (*.cpeg_pc) do SR3UnpackTextures %%f
for %%f in (*.cvbm_pc) do SR3UnpackTextures %%f
pause

EDIT:
Oops. I read that wrong and thought you meant extracting. :oops:

If you use photoshop you can just record a macro to do it. That's how I batch convert screenshots I capture in fraps.
 
I've just discovered how the game maps the HUD texture sheets into individual textures.

In misc_tables.vpp_pc there are several xtbl files that start with ui_bms. Each one corresponds to their relative texture and contains a list of co-ordinates for each element in that texture. i.e.

Code:
<Table>
    <BitmapSheets>
        <Name>ui_bms_00</Name>
        <Images>
            <Properties>
                <Name>ui_cell_frame_left</Name>
                <StartX>2</StartX>
                <StartY>2</StartY>
                <ImageWidth>831</ImageWidth>
                <ImageHeight>53</ImageHeight>
                <ImageIsInset>True</ImageIsInset>
                <PersistFilename>D:\projects\sr3\art\Interface\bms\cellphone\ui_cell_frame_left.tga</PersistFilename>
                </Properties>

You may be able to create new elements by editing these files.
 
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