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 Resize/highter quality textures

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igorseabra4

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PostSubject: Resize/highter quality textures   Thu Dec 09, 2010 7:52 pm

Lazy tutorial (no hex editing needed):
First, extract course_model.brres and open it in BrawlBox. Import the texture you want normally, and it'll be resized (for example, if the original texture is 128x256 and the new one is 512x64, the import will be 512x64, without scretching the texture), and remember to, if the new image is larger than the old one (make the calculations: 512x64=32768 and 128x256=32768) set the MIP level to 1. Only if the new one is larger. If the new one is the same size or smaller it's not needed.
Export the texture as a .TEX0 file, and remember to keep the name the same!. Import it in SZS Modifier, and you'll see that the texture has not changed. You must save and re-open the file to see it. If the new image is now called Data or if the name has changed, you did something wrong.
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4TLPati
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PostSubject: Re: Resize/highter quality textures   Fri Dec 10, 2010 5:44 pm

Your video tut:


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ALPHAMARIOX

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PostSubject: Re: Resize/highter quality textures   Tue Dec 14, 2010 7:33 pm

Hey Igor.

Have you considered text editing KMP files? Besides all you would need is Notepad and a Hex Editor to understand the hex string and the text string. It's just a suggestion, but would it be possible to text edit the KMP of any track, simply by using Notepad and using an understanding of what you type down for it?
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MRbuttCHINSx11T7



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PostSubject: Re: Resize/highter quality textures   Sun Jan 09, 2011 1:23 pm

I have a texture that's bigger than the original, and when I try to replace the .tex0 in szs mod, it says the file is too big...what do i do?
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igorseabra4

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PostSubject: Re: Resize/highter quality textures   Sun Jan 09, 2011 3:33 pm

You have to decrease the size of mipmaps (you can set that when importing the image in BrawlBox). If even setting it to 1 doesn't work, you have to make the actual image smaller (like, if it's 512x512, make it 256x256)
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MRbuttCHINSx11T7



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PostSubject: Re: Resize/highter quality textures   Sun Jan 09, 2011 4:50 pm

igorseabra4 wrote:
You have to decrease the size of mipmaps (you can set that when importing the image in BrawlBox). If even setting it to 1 doesn't work, you have to make the actual image smaller (like, if it's 512x512, make it 256x256)
alright, thanks, but one more thing. I followed BigOto2's Sketchup UV Mapping tutorial video for my gcn ports, and like 1 or 2 textures worked, but the rest were just a solid color or were messed up...why?
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Vulcanus2

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PostSubject: Re: Resize/highter quality textures   Sun Jan 09, 2011 5:30 pm

the obj exporter can't export textures if you export inside a component.
And both sides need to be textured exactly the same, very important.

P.S. post 200

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MRbuttCHINSx11T7



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PostSubject: Re: Resize/highter quality textures   Sun Jan 09, 2011 8:38 pm

Vulcanus2 wrote:
the obj exporter can't export textures if you export inside a component.
And both sides need to be textured exactly the same, very important.

P.S. post 200
how do i get rid of the component?
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Vulcanus2

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PostSubject: Re: Resize/highter quality textures   Mon Jan 10, 2011 12:50 pm

select the component(s), right botton, collaps.

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MRbuttCHINSx11T7



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PostSubject: Re: Resize/highter quality textures   Mon Jan 10, 2011 10:10 pm

Vulcanus2 wrote:
select the component(s), right botton, collaps.
sweet, maybe it'll work this time (i really hope so, my gcn ports will look SO much better with UV mapping)
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