1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=utf-8"> 5<META http-equiv="Content-Style-Type" content="text/css"> 6<TITLE>TexConv</TITLE> 7<LINK rel="stylesheet" href="../CSS/revolution.css"> 8</HEAD> 9<BODY> 10<H1>TexConv</H1> 11 12<H2>Overview</H2> 13<P>TexConv converts an image file in the Truevision Graphics Adapter (TGA) format into a TPL file according to the specifications in a script file.</P> 14 15<H2>Using the Tool</H2> 16<P>TexConv is executed by the following command.</P> 17 18<table border="1" width="80%"> 19 <tbody> 20 <tr> 21 <td width="80%"> 22<pre><code> 23TexConv (TCS file) (TPL file) 24</code></pre> 25 </td> 26 </tr> 27 </tbody> 28</table> 29<br> 30 31<P>A TGA file is not directly specified as an argument to TexConv. Instead, specify a texture conversion script (TCS) file, which contains the path of the TGA file to convert as well as other settings.</P> 32 33<p><i><CODE>TexConv.exe</CODE> also exists as <CODE>TexConvD.exe</CODE> in this program. There is no difference in how the two behave. Normally you should use <CODE>TexConv.exe</CODE>. <CODE>TexConvD.exe</CODE> remains in order to maintain compatibility with past systems.</i></p> 34 35<H2>Texture Conversion Script File</H2> 36<P> 37An example texture conversion script (TCS) file is given below. For more information, see the Revolution Texture Palette Library (TPL) (Graphics_Programmer's_Guide/TPL.pdf). 38</P> 39<table border="1" width="80%"> 40 <tbody> 41 <tr> 42 <td width="80%"> 43<pre><code> 44 ; Comments start with a semicolon and continue to the end of the line 45 46path = c:/level1/mario/ ; Sets the path of the directory in which files exist 47 ; If path is NULL, the full path is required in the filename 48 ; path will be attached to all of the filenames that come after 49 ; path can be set on any line 50 ; path can be an absolute or relative path 51 52file 0 = marioHead_rgba8.tga 53 ; The complete filename is 54 ; c:/level1/mario/marioHead_rgba8.tga 55image 0 = 0, 0, RGBA8 ; With image0[RGB]=file0 and image0[A]=file0 56 : , convert into RGBA8 57texture 0 = 0, x ; For texture 0 in TPL file 58 ; the image index is image0 59 ; This is not color index texture, so 60 ; the CLUT index is [x] 61 62path = d:/temp/mario/ ; Change the path 63file 1 = marioArm_rgb565.tga 64 ; The complete filename is 65 ; d:/temp/mario/marioArm_rgb565.tga 66image 1 = 1, x, RGB565, 0, 3, 0 67 ; Generate mipmaps 0 to 3 (four levels of detail) and remap to 0 68texture 1 = 1, x 69 70file 2 = marioFoot_ci8.tga 71image 2 = 2, x, CI8 ; Convert to CI format 72palette 0 = 2, RGB565 ; Create palette 0 from image 2 73 ; Convert palette entries into RGB565 format 74texture 2 = 2, 0 ; texture 2[RGB] = image 2, 75 ; texture 2[CLUT] = palette 0 76 77path = NULL ; No path setting 78file 3 = c:/marioBody_i8.tga 79 ; The full path is required here 80image 3 = 3, x, I8, GX_REPEAT, GX_REPEAT 81 ; TexConv automatically converts from RGB input to intensity output. 82 ; 83 ; For repeating, you can 84 ; set the wrap mode of S and T. 85 ; Just as for the mipmap argument, 86 ; wrap mode can be set the same way. 87texture 3 = 3, x 88</code></pre> 89 </td> 90 </tr> 91 </tbody> 92</table> 93<br> 94<H3>Basic Formatting Rules</H3> 95<P> 96Script files have the following basic rules.<br>- Spaces are ignored. Both "image1=1" and "image 1 = 1" are considered to be identical.<br>- Text is parsed line by line. A line ends with a newline character and cannot contain more than 255 characters.<br>- Images, textures, and palettes can be listed in any order, as can their indices. TexConv sorts each list in ascending order before converting them.<br>- Comments start with a semicolon and continue to the end of the line.<br>- Unspecified elements are written as "x". For example, "image 1 = 1, x, RGB565" would describe an image without an alpha plane. Writing "texture 1 = 1, x" would describe a texture without a palette.<br>- The directory path name is specified as either an absolute path or a relative path from the current directory.<br> 97</P> 98 99<H2>Revision History</H2> 100<P> 1012009/06/05 Explained the existence of <CODE>*.exe</CODE> and <CODE>*D.exe</CODE>.<br>2008/07/29 Initial version.<br> 102</P> 103 104<hr><p>CONFIDENTIAL</p></body> 105</HTML> 106