Texview 2 Download

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Adriene

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Aug 5, 2024, 2:15:35 PM8/5/24
to brekcorlittre
Soim trying to convert and image into .paa, however texview 2 wont open it. I tried converting it to .tga and opening it but that didnt work either. I think it may be because of the transparency, yet other people seem to be able to do it.

I just cropped the original Khoul image (found here) had transparency and worked with texview, so I thought if i cropped it, it would still work. Evidently i was wrong. If you are able to crop it and convert to .paa that would be awesome


Awesome thanks a lot man my step dad kicked me off my laptop so ill have to get it tomorrow morning (im on my phone :L) if you dont mind keeping it there until then the black square on my .paa was annoying me haha, so thanks for that


i've recently started getting errors like this for files that i could open before. i don't know what happened, but searching on google seems to indicate this is a problem for windows 7. could bis release a fix for this? thanks.


Hi, I just realized what the problem is. There are two different texview 2s. the old version from bistools 2 package, and the new version hosted on armaholic. the new version produces textures of uniform file size 2,731 kb for CO textures, while the old version produce textures of smaller, variable file sizes. The new version also cannot open files created by the older version, that is the reason behind error loading file messages for me(and maybe some others too).


Note: All input textures must have resolution 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256). The largest texture size commonly supported by graphics cards and BI's game engines is 2048x2048, in future graphics textures 4096x4096 or even larger could be possible and it is already supported in TexView 2.



source:

_2_Manual#Supported_formats






Okay, so I've been having a few issues with TexView 2 in that it's not working at all. So first off, it wouldn't install to P:\ drive because it said that there was no space. I couldn't find it when trying to browse for it, and when I typed the directory in manually it told me what I said before. So I did end up installing it to the default directory it gave me ("C:\Program Files\Bohemia Interactive\Tools\TexView 2") and that's where it is now.


So I can't actually get the .paa files to see TexView 2 as their default program. I've tried many times and whenever I navigate in setting the default files for .paa, I click on TexView 2 and confirm it. However, for some reason it doesn't work and ImageToPAA is selected as the default program (even when I click on TexView 2: I'm sure it's not me clicking on it by accident.)


There's no explanation given or anything. I'm new to this so I have no idea what's going on and why it's going on. I tried Googling and talking to someone about it, but nothing has really had the solutions I needed.


I have also affiliated .paa files with TexView 2. I find that it can open *some* PAA files, but very few. Everything else it crashes with the above "Error loading file" error. In addition, it crashes whenever I go to File > Open and try to select any directory.


I can't decide if this is my system or if this is just a completely broken piece of software. I would like to be able to re-texture some of the original vehicles (offroad, quadbike, etc) but I cannot get Tex View 2 to open any of them.


my texview does the same thing so i just drag the file into texview and save it to textviews directory. I havent had much of an issue besides the crashing when choosing another directory to save/open.


I have the same issue. I tried reinstalling, running with admin rights, dragging and dropping, etc. Opens very, very few .paa files. 98% of the time it just crashes whenever trying to open .paa files. :\


well so far if im working in my P: drive when i want to open a file i have TexView linked to PAA files and it shows up on my windows tool bar at the top and it opens them and then i can save them to the same folder i opened it from.


4. Description of Each File

autoview.exe

trans.exe

texview.exe

image64

texprev.bat

texv.n64

tvBMP.dll

tvRGB.dll

autoview.exeConverts multiple image files into a format that can be viewed with Nintendo 64.

Since trans.exe and texview.exe are called internally, these two files must be in the same folder.Syntaxautoview [-(/)Options] image FilesOptions

-s

Size/Pixel

Bit size per pixel. Specify either 4, 8, 16 or 32.

The default is the maximum value that can be used with the specified format.For example, the default is 8 in the case of CI and I.

-f

Format

The format of the image. Specify either RGBA, YUV, IA, I or CI.The default is RGBA.

-t

TLUT

The palette type. Specify either C or I.

C is G_TT_RGBA16. I is G_TT_IA16. The default is C.

-w

Width

If this is specified, one image is divided horizontally by the specified width. However, this will not be applied to background.

-h

Height

If this is specified, one image is divided vertically by the specified height. However, this will not be applied to background.

-o

FileName

The name of the output file. If no extension is specified, then .bin will be automatically appended. The default file name is out.bin.

-B

ImageFile

Attaches background attribute to the specified image file.

Cautions on Usage


There is no set order for these options, but the image file must always be specified at the very end.

The image files do not have to all be the same size, but they end up being converted to the same format and size. Also, .tvd files are created temporarily and then deleted after execution.Example>autoview -s 16 -f RGBA test.rgb

test.rgb is displayed in RGBA16bit format.

>autoview -s 8 -f CI -t I -B back.bmp image.rgb

image.rgb is displayed with an 8bit Color Index and IA16 palette.back.bmp is converted to the same, but it can only be displayed as background.>autoview -s 4 -f CI -o abc image.rgb -B back1.bmp char1.tpf -B back2.bmp

The specified image file is converted to a 4 bit Color Index and RGBA16 palette.back1.bmp, back2.bmp are converted as backgrounds.The converted data is output to the file abc.bintrans.exeConverts images so they can be seen on the Nintendo 64. However, the output files (.tvd files) must be integrated using texview.exe The files can also be output in C language source format.Syntax>trans [-(/)Options] image Files

Options

-s

Size/Pixel

Bit size per pixel. Specify either 4, 8, 16 or 32.

The default is 32, but this will change depending on the format.For example, IA is 16 and I is 8.

-f

Format

The format of the image. Specify either RGBA, YUV, IA, I or CI.The default is RGBA.

-t

TLUT

The palette type. Specify either C or I.

C is G_TT_RGBA16. I is G_TT_IA16. The default is C.

-o

FileName

The name of the output file. If no extension is specified, then .tvd will be automatically appended.The default name is the base name of the initially specified image file with the .tvd extension appended.Appending either .c, .cpp or .h as the extension will output the file in C language source format.

-w

Width

When this option is specified, the image will be divided horizontally at the specified width.

-h

Height

When this option is specified, the image will be divided vertically at the specified height.

-B

Attaches background attribute to all specified image files.

-i

When -f CI is specified, specification of the -i option will create a single palette from all the images.If CI is not specified, then one palette will be created for each separate image. Please note that it was -p with the previous version.

Cautions on UsageThere is no set order for these options, but the image files must always be specified at the very end. All the images need to be the same size when more than one image will be converted.

Example>trans -s 16 -f RGBA test.rgb

test.rgb is displayed in RGBA 16bit format

>trans -s 8 -f CI -t I image.rgb

image.rgb is displayed with an 8bit Color Index and IA16 palette.>trans -s 8 -f CI -B -o abc image.rgb

image.rgb is displayed with an 8bit Color Index and RGBA16 palette.

This image can be displayed only as background.

The converted data is output to the file abc.tvd

>trans -s 16 -f RGBA -o def image0.rgb image1.rgb image2.sgi

The three images image0.rgb, image1.rgb and image2.rgb are all converted to RGBA16.

Three sets of texture data are put in the created file def.tvd

All three images must have the same width and height.

>trans -s 16 -f RGBA -w 80 -h 40 image.rgb

If the size of image.rgb is 320x240 dots, then these -w and -h option settings will create 24 80x40 dot textures.>trans -s 16 -f RGBA -w 80 -h 40 -o src.h image.rgb

After the above conversion is performed, the data is output in C language source format to the file src.h

texview.exeIntegrates the files converted by trans into a file that can be loaded with nload on Nintendo 64.Syntax>texview [-o FileName]Input file name* ...Option

-o

FileName

The name of the output file. If no extension is specified, then .bin will be appended automatically.The default file name is out.bin.

The extension of the input file name needs to be .tvd. However, the extension can be omitted.

image64.dllThe dll which provides the option to convert the image into a format that can be displayed on the Nintendo 64. It will be called from trans.exe, tvBMP.dll or tvRGB.dll.texprev.batThe batch file for viewing images. Please rewrite this batch file to match the mode of the images you want to view.The .bin file output by autoview.exe and texview.exe must be loaded with nload into address 0x400000.texv.n64The Texture Viewer's program for the Nintendo 64.tvBMP.dllThe plug-in for Windows bit map conversion. It will be called from trans.exe.tvRGB.dllThe plug-in for SGI image conversion. It will be called from trans.exe.Top of Page

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