Sword of Moonlight Forum

Sword of Moonlight => Tools => Topic started by: TheStolenBattenberg on November 13, 2013, 04:02:24 pm

Title: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on November 13, 2013, 04:02:24 pm
Hello!

About a year ago, I was working on a tool for image viewing and simple effects, it was called Ultimate Image Viewer... A bad name now that I think about it.

I decided to bring my source code back out and do a little work on it, since I found it while I was looking for my ISO of king's field on my HDD.

I opened it up and found that it was rather plain, with only supporting .PNG, .JPG and .BMP completely. I searched for a few hours for some DLL, and came across Image Magick, a conversion command-line program, with c++ source available... I Complied the available source into some .exes, and found a silent dos dll, so I could call the commands in Image Magick without it coming up... Now, we have...

Alternate Image Viewer - [Ver-0.5_D]

An image viewing utility, boasting compatibility with MANY game formats (including From software's .FSTim and Sonys .Tim!)

Supported File Types:

--------------------------------TYPE------------------------------------------Yes=Y, No=N, Limited=X
- AAI Dune image(*.AAI)                                                                 READ[Y] WRITE[N]
- Windows Bitmap(*.BMP)                                                              READ[Y] WRITE[Y]
- Dr.Halo Image(*.CUT)                                                                  READ[Y] WRITE[N]
- Direct Draw Surface(*.DDS)                                                          READ[Y] WRITE[Y]
- Graphics Interchange Format(*.GIF)                                            READ[Y] WRITE[Y]
- Radiance Image Format(*.HDR)                                                    READ[Y] WRITE[Y]
- Microsoft Icon(*.ICO)                                                                    READ[Y] WRITE[N]
- Joint Photographic Group(*.JPG)                                                   READ[Y] WRITE[Y]
- Multiple-image Network Graphic(*.MNG)                                       READ[Y] WRITE[Y]
- Portable Float Map(*.PFM)|*.PFM                                                  READ[Y] WRITE[Y]
- Adobe Photoshop Document(*.PSD)                                             READ[Y] WRITE[Y]
- Truevision Targa(*.TGA)                                                                READ[Y] WRITE[Y]
- Alias/Wavefront Image(*.RLA)                                                       READ[Y] WRITE[N]
- Seattle File Works(*.SFW)                                                             READ[Y] WRITE[N]
- Sony Playstation Image(*.TIM)                                                      READ[Y] WRITE[X]
- From Software TIM(*.FSTIM)                                                          READ[Y] WRITE[X]
- Sword of Moonlight TXR(*.TXR)                                                       READ[X] WRITE[N]


Current features:
- Import, edit and add simple effects to all the supported file formats, including .FSTim!
- Seek .FSTim and .Tim from bigger files, combining usability with multiple tools!
- Convert an entire directory of images to any of the support write formats!


Added in latest version:
- Save as
- Editing files
- Seeking files
- Applying filter effects to images of all different types, and saving them.


Planned:
- Seeking, converting and viewing of many more different game and games console specific formats..


WARNING:
before downloading, you should know the differences in version...
Release = a build which is the most stable, I fixed all the bugs of the version which I knew about, and it's more polished.
Development = A build which is very rough, I haven't fixed all the bugs and I haven't finished all the features... You can expect crashes etc... Only download if you want the latest updates.

Release Version: Download Release (V0.2)  (http://www.mediafire.com/download/2mcxqhuhwwddnlu/Alternate+Image+Viewer+0.2+%5BRelease%5D.zip)  (3.30MB) [Windows XP-7]
Development Version: Download Development (V0.2)  (http://www.mediafire.com/download/1oqxdg1mgdfexr5/Alternate+Image+Viewer+0.2+%5BDevelopment%5D.zip)  (8.83MB) [Windows XP-7]
Title: Re: Alternate Image Viewer - I added .KFTim and .TIM support for ya'll.
Post by: HwitVlf on November 14, 2013, 09:59:55 pm
Neat! Will it extract the KFTIMs from the larger files or does it work on the already extracted KFTIMs?

As far as SoM TXR files, it's been a long time since I dealt with them and I don't have much time to refresh my memory right now. Off the top of my head, there are 3 different sub types which are all similar to a BMP but with a changed header, and they are not flipped upside down like BMPs are in their data.

Like a BMP, they come in palleted 256 or less color variety, a non-palleted "true color", and lastly, low color TXR files for map Pieces have some funky data tacked onto their end that is presumably used for shadows. That data can be discarded when converting to a BMP.    :confused:


EDIT: Hee hee I get a crash when I go to import KFTIM and then cancel. My stuff always does that because I forget to tell the program what to do if the "select" box returns empty. I'm glad someone else does the same mistake. Now I don't feel so stupit  :movingeyes: 
Title: Re: Alternate Image Viewer - I added .KFTim and .TIM support for ya'll.
Post by: TheStolenBattenberg on November 15, 2013, 06:38:03 am
I fixed those crashes by adding some error handling into the program, I also edited the .TIM and .KFTim file importers etc, when you're converting from .TIM to .KFTim.

I used some of the useless bytes which aren't read by the game to hold the tims VRAM tags etc, just so it has more compatibility, same with the reverse (.KFTim - .Tim) , but holding the loader IDs in the TIM's vram slots.

I didn't make a seeker for .KFTim yet, so you need to have the files already extracted, you can extract bulk .tim files in the new version though, with the help of the command-line tool 'TIMMay'.

Quite honestly, I have no idea how to make file seekers, I actually meant to ask you exactly how you did it for the KFtool.

By the way, thanks for that info on TXR... I'll see if I can get something for it, nice to know some of the specifications rather than dive head first into something I'm not very good at...

EDIT -- REMOVED ALL BUILD INFO -- It's now available in the top post, to save time.
Title: Re: Alternate Image Viewer - I added .KFTim and .TIM support for ya'll.
Post by: HwitVlf on November 16, 2013, 07:52:54 pm
Checking it out now. :smile:

Quite honestly, I have no idea how to make file seekers, I actually meant to ask you exactly how you did it for the KFtool.
It's a bit difficult with the KFTIMs as I don't think they have a tag, but since data in PSX games is "aligned" in 4 byte chunks. You'll notice KFTIMs repeat bytes 0x0-3 at 0x8-B. So my tool reads the file being scanned into an array of 4 byte chunks, then compares each 4 byte chunk with the chunk that starts 4 bytes later to see if they're the same.
If fileArray[n] = fileArray[n+2] then ...

If that first test came back positive, it checks again if 0x34-7 and 0x3C-F are identical

If fileArray[n+12] = fileArray[n+14] then ...

If those two tests come back positive, there's a fair chance it's a KFTIM. Then the tool just goes back and extracts/computes the info needed to build the TIM. For example the palette would be in fileArray[n+4] through fileArray[n+11] etc.

To scan for a regular TIM would be the same, but a little easier since they have the header tag "10000000".   :drool:
Title: Re: Alternate Image Viewer - I added .KFTim and .TIM support for ya'll.
Post by: TheStolenBattenberg on November 17, 2013, 07:53:12 am
Thanks dude, I used the last 16 bytes before the .FSTim/.KFTim image data to work it out, like so...

Code: [Select]
if(checkByte1 = checkByte4) (I read an int for both of these, so it took the entire 4 bytes.) This is that junk data which is on the 4th row...
{
  if(checkByte2 = checkByte5) (These were both shorts ) //Compares the first width value, and tries to compare it with the second...
  {
    if(checkByte3 = checkByte6) (These were both shorts too) //Compares the first height value, and tries to compare it with the second.
    {
       if(checkbyte1 != 0 ... ... ... ) //it checks if all the bytes don't = 0, this stops it seeing the 'padding' bytes as FS/KFTims in the archives... This part isn't needed, but stops junk files...
       {
        //Sets file start: File position - 64
        //sets the file End: fileStart + ((width*4)*height)/2

        //SLOW RIPPING CODE!
       }
    }
  }
}

I used a few loops, quiet a few loops unfortunately, which has made the code a little slow... I could if I wanted use repeat loops, which inside game maker are a lot faster to work with.
(for loop = 150 - 200FPS, repeat loop = 400 - 450 FPS)...

For an example, for me it takes 30 Seconds to rip all the .KF/FSTims from the RTIM.T archive.

It does, how ever rip all BPP and sizes, which means it should work on any KF/FSTim in shadow tower too... I'm gonna have a look at the PS2 games tonight and see what sorta files they have on em.

By the way... Does the USA version of King's Field have any differences from the European version in the way it structures .KF/FSTims?

EDIT: 0.2 Development build now available in the top post, as well as an explanation on the difference on development and release.
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: HwitVlf on November 18, 2013, 05:05:26 pm
As long as it works I don't think speed will be much issue since people will probably only be scanning a file once.  Have you found any non-4BPP KFTIMs yet?

I have not specifically checked the images in the PAL KF game, but I would expect it to use the exact same format. I wouldn't be surprised if Echo Night and other Fromsoft games from that era use the same custom loader setup, and therefore this ripper might work for them too.

EDIT: Would you mind if I moved this to the "Tools" section? I would hate for it to get buried in "general" and lost.
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: TheStolenBattenberg on November 19, 2013, 12:55:44 pm
I had a look at the .txr format today, from what I can tell so far it looks pretty easy to work with, but I could be mistaken...

I should be able to get the .txr working for now. I won't be making it read monochrome TXRs though, since I can't get a reference for that, and it's only two colors (???)    , meaning that it wouldn't fit into a single row of bytes on the header... making my time writing the importer and converter a pain in the ass... For notice, once it's done you should be able to import, and save the file as anything -- But you'll have to make the format a .bmp before you can save it as a TXR... I'll look into making that different in the future.


Attached is a document on the .txr file format, in case anyone wants the data.
Just for notice though, I'm kinda new to all this, so it's probably not perfect.
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: HwitVlf on November 19, 2013, 03:21:29 pm
The TXR info is very concise and clear- thank you for that. I should have made such a document when I was working on the format but I didn't, and promptly forgot almost everything  :tongue:

I'm quite puzzled at the purpose of the extra data on map Piece TXRs. I can't image a reason to recopy part of the image. Do you know if that bit of repeated image is tacked onto High-Color map Piece TXRs as well?
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: TheStolenBattenberg on November 19, 2013, 04:52:04 pm
Yeah, it is. I've actually started writing the TXR importer with high color.

It was because of working on high color first that I was able to tell it was just a repeat, since high color is 3bytes per pixel - aka R is one byte, and so is B and G... because of that, and comparing it with the regular .txr, you can see that it's the same data, just more of it... just rgb values...

The importer so far scraps that data, since it's really not needed for BMP, and it will be easy to calculate when reversing the process (bmp - txr)...

Pretty much instead of taking the entire file, I've just made it do some simple math before it imports... (width*height)*3... I don't think this will work if a file has a CLUT though. Not looking forward to working on the BMP and TXR style of cluts, they both look really, really messy...

When I have the 256 (16bpp) loader done, I'll release a version update -- It'll mean this one stays on development for a while longer though...

Hopefully when this is all done, it'll provide a more convenient way for people to get textures back from the .txr, than the 'map piece viewer' technique I've seen floating around
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: HwitVlf on November 21, 2013, 06:47:02 pm
The palettes for TXR and BMP are identical so you shouldn't have to do any processing co convert between those formats at least. I don't know what input format your tool requires to output PNG etc. though. The PRF editor tool in the tools section here has a TXR <-> BMP converter built in, but it doesn't preview the image or convert it to other formats.

Incidentally, the extractor/converter tool works nicely! I wasn't able to see a preview of the images with the Development Build though. Is it supposed to have one?
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: TheStolenBattenberg on November 22, 2013, 11:42:57 am
Hmm... I'll look into it. You're supposed to be able to import them, yes.

Edit: Did viewing FSTim images work with the release build? It is working here (see picture) So I'm not sure what's wrong... Does viewing any image work?

About to .PNG, the tool converts pretty much every single format to .TGA, and it can convert that to all of the formats with a 'Y' in the write section of the supported image formats list... Not sure why you'd want to, but you could make FSTim into .HDR :P
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: HwitVlf on November 26, 2013, 04:08:24 pm
Sorry for the slow reply. I've been helping a friend cut and split dead trees into firewood for the past few days. :chainsaw:

The image preview does display in the release build, but I tested the development version on two PCs and there was no preview. The scanning and conversion worked nicely though   :wink:

I forget if it's been mentioned, but does AIV support converting images en masse (batch)?
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: TheStolenBattenberg on November 26, 2013, 04:16:25 pm
Mm-hm, the second option 'Convert external images' will convert an entire directory of images into a different format.

It can only handle one type at a time though.

Example -- If I had a folder with TGA and  JPG, and choose JPG as the input format and png as output format, it would only convert the JPGs in the folder to .png.

It's weird that the display doesn't work... My guess is because I stopped using a complied version of image magick, and changed to separate, with external dll... I'll swap back to the old way, since it doesn't take that long.

It's fine about the reply time, it gives me more time to fix bugs and work on txr... :P
Title: Re: Alternate Image Viewer - Current Version 0.2_R
Post by: TheStolenBattenberg on November 28, 2013, 04:32:54 pm
0.2 Release version is now done, hopefully opening and previews etc will work again now. This one has lots of grammar and spelling fixes in the GUI, filter effects are now all working... I also removed some of the useless ones, and added better organizing... The edit menu now has stuff in it... That's some of the obvious stuff. Enjoy. (Download link in top post, replace 0.1 release)
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: HwitVlf on November 29, 2013, 06:21:21 pm
Very neat, thank you! I'll try the new version.
Title: Re: Alternate Image Viewer - Current Version 0.2_D
Post by: TheStolenBattenberg on December 09, 2013, 10:48:29 am
Hey, did you get the chance to download it, test it etc? If so did you find any bugs, did it display previews etc?
Title: Re: Alternate Image Viewer - Current Version 0.2_R
Post by: HwitVlf on December 11, 2013, 05:43:08 pm
Yes, it did work fine with preview and all.  I was thinking that Echo Night might be a candidate for FSTIMs too, but I haven't gotten a chance to check yet. I think the armored Core games used a unique texture format that didn't have a palette because the AC games let you customize the color on your 'core' so the palette wasn't a built in part of the image.
Title: Re: Alternate Image Viewer - Current Version 0.2_R
Post by: TheStolenBattenberg on December 12, 2013, 10:17:51 am
I'll take a look at Echo Night later, since I need to adjust the script anyway. It turns out From Soft edited the header slightly for different games... Rather than have separate formats (KF-Tim, ST-Tim, EN-Tim and AC-Tim etc) I'm gonna make a GUI in which you can select which game your ripping from... It's really weird that they changed it. The only ST file that managed to get something, was 'ICON.T' or something like that, and even then it was just 0 byte files...

The FSTim ripping is very experimental at the moment, I need to do much more work on polishing it up, including support for more BPP, right up to True Color... I've been thinking about making a utility to view .T archives at one point, so I can learn more about them -- kinda like 7ZIP. That is if they're archives anyway, FS might've just used them as dumps...

I'm also gonna do some more work on TXR, sorry for the low support in the last version but I was still trying to work out how I could 'flip' the data around, since BMP has to be so damn annoying...

On another, slightly related note -- I've been practicing my C++, although I don't plan on porting the entire program into that, I put together a .DLL that'll allow me to make the ripping process of KFTim at least 4 times quicker! If there is any other GM users who one day see this, I'll make that .DLL available to you if you'd like, with a documented API.

Edit: My skim through echo night turned back no results, I couldn't find any normal Tims or anything which looked like it may be an image file.

Inside 'Green.bin' there was a a bunch of files (around 10 or so) with the tag '40 01 81 01' though, not sure if that's anything of significance...

I did notice that 'Reserved.ED5' is a very useless file though, all it seems to have is just 'Copyright (c) From Software 1998...' There's also a section of the file where there's text, I guess they didn't use image files to store what NCP say in this game huh?.. I've not actually played it yet so.
Title: Re: Alternate Image Viewer - Current Version 0.2_R
Post by: TheStolenBattenberg on January 24, 2014, 03:45:15 pm
I'll be re-writing the program over the next week to increase speed, since I don't have a hard drive with anything else on it. Lucky I kept this in my development folder...

It'll be a lot more compatible, but it will be a while until it's got as many functions as it did before.

Here's some upsides and downsides which'll be put in the top post when it's done.
- Speed; I'm gonna improve the entire thing, and it will be using compiled source, which means it'll run a lot faster. I haven't tried it yet but I'm expecting import, export and seek times to be quartered into sixteenths.

- Efficiently and compatibility; Before it was 'wrapping' a command line tool to do image loading/converting, but now I'm going to use a fully custom plugin based system, all of it will be pure C++, called from inside DLL by the API.

---

This is to become the standard from now on, and it'll be used for any versions after 0.3.

Also, I've been able to figure out the other From Software formats, I know Shadow Tower has a few FSTim, but my tool just doesn't get them. Maybe that'll change during the re-write.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on February 15, 2014, 10:19:08 pm
After a good five hours, I've cracked the ENTim... Kinda...

I have a piece of image data, and I'm slowly starting to understand how they did it.

I thought at first it was compressed, so I got Nana, something which lets you view raw data as a graphic, and found two images. 'YOU LOST...' and 'YOU WON!!'... They're right at the end of BLUE.Bin.

They both appear to be 16BPP, there's two bytes for each pixel. Though, I'm not sure on that because From Soft were being nice, and separated the CLUTs from the actual image data, this'll mean it's a pain in the ass to put together in a BMP, because I'll have to devise a way to find the connected CLUT.

The image data also has a 8 BYTE header, it appears to be written in SHORT. Looking at it, it appers to be a modified TIM again.

My current thinking is that this format has multiple images under one palette, as there is what appears to be a palette above both of the images in the data, though I'll have to check tomorrow.

That's me done for the day, between working on my own games, SoM 2.0, From Software game cracking and THIS project, I'm tired. When I've figured out ENTim enough for a prototype, Alternate Image Viewer 0.5_D will FINALLY be released.

PS: Image files are stored in BLUE.BIN, for anyone else who wants to try.

EDIT:
I got this image by taking the raw pixel data and applying a simple black - white gradient palette. The images are actually 8BPP. Now to figure out the palettes...
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: HwitVlf on February 18, 2014, 02:18:09 pm
Cool info! Nana is a handy tool; I use it often in translating.  Have you found any other images in Echo Night? I would be surprised if all the images were 16BPP. Usually, it's just title screens or "rendered backgrounds" that use 16bit color. Things like textures are usually lower color.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on February 18, 2014, 03:41:14 pm
Nope, not so far. I found out I got it wrong, it was actually only 8BPP, guess I was tired. :3

I had a look at Shadow Tower again, and I found some files with Nana, but I can't find them in an actual hex editor, because the file is too big for Nana to show the offset.

I would've spent more time on Echo Night, but stopped for now because I can't really think of anyway to find out what palette belongs with what image... I was thinking I might just rip all the palette and images, and use the new 'CLUT Swap' feature I've added to let people choose what palette they want to use.

In other news, full support for both reading and writing of TXR is in now, a bunch of new image formats, like Gamecube textures, Valve textures and even Call of Duty textures... Ugh, Hate that game  :ouch: ... I've also added a pretty sloppy '3D mode' which lets you use a loaded image as a texture, though it only works for primitive, pre-built objects, but I'll have some way to load a model from a resource to preview the image on soon.

Other less important things added: Image Playlists, Shockwave Flash and offsite youtube video playing, TIM writing, using video memory to store images rather than a .TGA file in the skin folder, Saving files actually working for once and brand new fast filter effects.

Cool things added: Better zoom, View CLUT, Replace CLUT, Greyscale CLUT and finally; A status bar which tells you things like image width, height, mouse_x pixel, mouse_y pixel.

Oh yeah, and the FSTim rewrite let me make it support 4BPP and 8BPP with any image size.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: HwitVlf on February 19, 2014, 01:22:12 pm
Those are some pretty spiffy new features.  Nice work. :wink: I hope that tools like this will encourage people to make more mods for Playstation games like there are for NES/SNES. Quite a few games could be reworked into decent fan made sequels by editing graphics and some of the gameplay mechanics.

I wonder why they separated the palletes? What a pain! It looks to me like most of the Echo Night textures are in Green.Bin and they have 8 bytes of some kind of header. I wonder if all the palettes are in a single chunk somewhere in the bin? 

I think nana just cuts the last digit off if a file is larger than 0xFFFFFF, so you can still see a graphic's location to within 16 bytes. Since PS1 file start locations always begin in at multiple of 4, that narrows the graphic's start location down to 4 places 0x0, 0x4,0x8 or 0xC.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on February 19, 2014, 04:04:06 pm
They might all be in one section... What I really have to wonder is why they're so protected in this one, do you think From Soft were having problems? It seems that in later From games, they're really well protected. Either that or it's a way they made it easier on the loader.

I had a look at the PS2 from games as well, but I've not found anything in those, chances are more than likely it uses 24BPP or 16BPP images. Eternal Ring looks like it'd be 16BPP.

Though, I don't think anyone has ever done any work on the PS2 since I've found zero documentation on any of the files... I do know that PS2 development used a system like windows has, code libraries etc, and KF4 appears to use these.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on March 08, 2014, 05:41:08 pm
One of those updates few to zero people read again! Sorry this one is taking a while, and that there's still no downloadable release. I was working on SoM2.0, and it's too buggy to release at the moment due to the full re-write.

I've been working a lot on the 3D perview side and managed to get it so you can load in a custom model and it'll display the image on it, using the defined texture co-ords. At the moment this only applies to two model formats. For once one of them is relevant to SoM, and I think it's the first external viewer for the model format ever made.

The two formats are Metasequoia .MQO, and Wavefront .OBJ; but this is only a small section of what I'll eventually expand this system to load. Currently, both models can be displayed with a texture, and both of them support every single image format AIV can load. This includes the now fully supported .TXR and .TIM, plus any of the other from software game textures.

All this 3D stuff is going to be very nice later on, as I'll probably make some function specifically for game developers, like generating Heightmaps/normal maps. Well, any way. Here's a screenshot of a TXR being loaded onto a .MQO; with a .TXR I stole from the SoM data files to use as a texture.

Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on June 22, 2014, 12:13:17 pm
Alternate Image Viewer from this post on, won't be a tool which is updated anymore. I've decided to work on something much, much more appreciated.

A complete asset viewer. This will include everything from these category's:
- - 3D Models
- - Images
- - Movies
- - Sounds

Here's the thing. This isn't going to be your standard everyday market based tool, with .obj loading etc. This is going to be a tool made by a lazy game modder, for game modders . I will be including EVERYTHING in the department of editing. Here's a list of that:
- - Binary editing tool, with different data size alignments (u8/s8, u16/s16, u32/s32).
- - 3D Model Viewing.
- - Visual Hex Image data viewer.

I'll also be adding support for making translations easily.

I already started doing some stuff, like the TMD loader. It actually works and looks pretty good.

Any comments etc, I'd love to hear. If anyone has documents on the SoM model formats, I'm still interested in those too.
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: Verdite on June 22, 2014, 01:30:04 pm
I had actually been following your posts, but it seems that you have discontinued your original project. If you are making a much better one though, huzzah!

What files will it be able to open, and will it be more centric around game assets, or 3D program files (.blend, .mqo, etc)

I'm also curious as to what prompted this, will you be spreading the programs funtionality out across multiple platforms?
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: HwitVlf on June 22, 2014, 03:18:06 pm
This could be very nice. Some ideas about features:
1 An animated TMD maker. Or even a non-animated OBJ to TMD converter so that people can use their favorite modeler.

2 A generic file inserter/extractor (ie insert file A into file B at given location) which saves/loads a list of file locations for the current project so you don't have to re-enter the insert/extract location every time.

3 A PS2 raw image de-swizzler and viewer.

4 A raw image <=> BMP converter that also inserts/extracts and has support for palette location input.

5 For translating, I think a feature that auto-generates a file to insert translated text and edits pointers to match would be helpful. I would probably be impossible to make a tool that supports every game's text, but just supporting SJIS format games could be quite useful. 
 :beerchug:
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: TheStolenBattenberg on June 22, 2014, 04:32:09 pm
Verdite;
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I had actually been following your posts, but it seems that you have discontinued your original project. If you are making a much better one though, huzzah!
-    I was continuing the original project still. I just found I'd ran out of stuff I liked to do with it. So I've decided to start this, which should be much better.

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What files will it be able to open, and will it be more centric around game assets, or 3D program files (.blend, .mqo, etc)
-    I'm not 100% sure, it's going to open these for sure though.
-        - .TMD
-        - .PMD
-        - .MD2
-        - .MD3
-        - .OBJ
-        - .MQO
-        - .X
-        - .MS3D
-        - .U3D

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I'm also curious as to what prompted this, will you be spreading the programs funtionality out across multiple platforms?
-    Well, I just feel like there's no one creating a tool like Photoshop or 3DSMax for game hacking. I figured it'd be something very good to have.


HwitVlf;
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An animated TMD maker. Or even a non-animated OBJ to TMD converter so that people can use their favorite modeler.
-    If I can find a reference for Animated TMDs, I'd do it. But from what I found, TMDs don't hold animations, TOD files hold that data. And I'll be supporting that. :)

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A generic file inserter/extractor (ie insert file A into file B at given location) which saves/loads a list of file locations for the current project so you don't have to re-enter the insert/extract location every time.
-    How about archive profiles? It would work by letting you create a loader for the header of a file which is an archive. I'd also include a basic inserter/extractor.

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A PS2 raw image de-swizzler and viewer.
-    Not sure what that is exactly. If you explain more? Haven't worked much with PS2 formats yet.

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A raw image <=> BMP converter that also inserts/extracts and has support for palette location input. 
-    Again, explain. Does it let you choose separate data to turn into a BMP? like separate palette and image data files?

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For translating, I think a feature that auto-generates a file to insert translated text and edits pointers to match would be helpful. I would probably be impossible to make a tool that supports every game's text, but just supporting SJIS format games could be quite useful.   
-    I can agree with that, but it would be nice to have more information. Since you've done a lot of translating games, It'd be nice to get given some design ideas when I create the translating tools.


Anything else? :D
Title: Re: Alternate Image Viewer - Current Version 0.5_D
Post by: HwitVlf on June 24, 2014, 02:00:14 pm
It would be great to be able to edit PS1 animations. As far as I know, you're right that the TMDs are just the mesh. I just meant they're what you see on screen as animated.

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How about archive profiles?
That would be perfect!

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Not sure what that is exactly. If you explain more? Haven't worked much with PS2 formats yet.
Attached is a simple description of Swizzling. I haven't dealt with it much myself.

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Again, explain. Does it let you choose separate data to turn into a BMP? like separate palette and image data files?
I meant for graphics like the KF textures, something that let you scan a raw file using an interface something like NANA, and when you find a graphic, let you scan for the location of the palette data (if applicable), and lastly extract the graphic+palette as a BMP. And also it would remember the location of of the palette/image for later reinsertion after editing.

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I can agree with that, but it would be nice to have more information. Since you've done a lot of translating games, It'd be nice to get given some design ideas when I create the translating tools.
When you get there I can tell you my thoughts about it. I've had to make several such tools for the Brigandine project; they all operate similarly, but are customized to a specific file format. I should have taken the time to make a configurable tool that would work for all files, but really can't justify spending the time with my schedule. Basically, the user provides the text begin and end locations, the pointer block begin/end locations, the offset (ie if text at 0x10 in file, pointer value is 0x2010, offset is 0x2000), and lastly, the text end-byte.