Development board for ME3Explorer tools. Please try to keep discussions for each tool inside its own thread.
24 Dec 2016, 21:25
It does have its own exe yes, and IE will work fine when integrated into the toolset yes, but Texplorer and TPFTools access code in the IE exe in order to do their thing, so gift is worried that since that code has changed, that it could introduce bugs into TPFTools and Texplorer.
25 Dec 2016, 02:25
Your question has already been answered by both Gift and K.
To reiterate, the texture tools were separated so that the whole package can be rewritten and tested without further risk to the stability of the toolset and then re-integrated once all the texture tools (aka IE, Texplorer and TPF Tools) are deemed stable enough. Aside from whether or not you conceptually grasp or agree with the reasoning behind doing this, obviously this wasn't done for nothing and I trust K and Gift's judgement on gauging when their re-integration should happen. For the time being you can just download the new version of IE from Git to use it.
I'd say having a group of testers with a potential lead to work off a list of functionality that needs proper probing is good.
Edit: Ninja'd by K
25 Dec 2016, 09:27
KFreon wrote:It does have its own exe yes, and IE will work fine when integrated into the toolset yes, but Texplorer and TPFTools access code in the IE exe in order to do their thing, so gift is worried that since that code has changed, that it could introduce bugs into TPFTools and Texplorer.
Got it, thanks.
25 Dec 2016, 11:53
I might be wrong here but, then, for IE integration into current toolset, funcionalities be to tested are those not requiring user intervention.
A quick list could be:
Straight texture format conversions -not adjusting alphas, I mean-.
Mipmaps generation / stripping.
I think those are the things IE does in Texplorer (displaying textures and also when generating the thumbnails DB) and in TPF/tools (displaying textures and autofixing).
If so, that would speed up the testing process a lot I think.
In any case, KF knows for sure exact task to test here.
25 Dec 2016, 12:10
@Alvaro: Expanding on that list a little:
1) Needs to be able to convert textures to toolset formats from DDS (at least). So like ATI2, V8U8, DXT1 and 5.
2) Mip gen and stripping as you said.
3) Texture display - This includes reading the texture correctly (colours and all), reading mips properly, etc.
Unfortunately, that's pretty much the job of the entire tool
25 Dec 2016, 21:35
I'd think the normals could do with a good bit of testing then seeing the ATI2 and V8U8 calcs are a bit more complex than DXT1/5 are, amirite?
I'm actually having a sit down right now to have a look and hopefully write a (sort of promotional) post tonight.
That's inbetween baking a metric ton of chicken and some quiches though so we'll see how I do haha.
25 Dec 2016, 23:05
Not more complex per se, but we do need to make sure I got the channels the right way around and stuff
Also that I set channels to the right defaults (like ATI2 blue channel, as we've been discussing) and ATI1.
26 Dec 2016, 17:19
Did someone say quiche?
I'll be back at my normal PC on Wednesday, so I'll get going on whatever we need me to do on Thursday. K, I'm going to wait to re-read your posts and get better organized then, so I can stick with family time right now. Sounds like we're mostly on the same page
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