Tutorial on Ultra High Resolution Skin in TML

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Tutorial on Ultra High Resolution Skin in TML

Unread postby aristo » Sun, 12th Jul 2015 4:22

Hello there,

In this present work, i'd like to share a tutorial about dinosaurs skin header editing in .TML. I was one of JPOG skinners and modders three years ago in JPOG modding forum. But now, i'm not skinning and modding JPOG anymore because the limit of JPOG modding itself make me bored. Even though, i still have great interest in TML editing, like MST-ing and putting high resolution skin in TML. Enough talk! Let's get started! Okay, okay... Calm down :grin:

Okay before you read this posts, I assume that you've experienced in :
1. putting dino skin into TML (replacing the old one)
2. putting high-res dino skin into TML (replacing the old one with 512x512 pixels skin)
3. MST-ing dino skin into TML (adding the old one)
For those who haven't experienced on those three things. Please read the MST-ing and High-Resolution skinning in MG tutorial section. I recommend MG because MG has a lot of detailed and illustrative tutorial. Also, please save this image on your desktop (it's very...very... important)
Image

Nah, in normal high-res dino skinning. We can only putting not more than 512x512 pixels skin into TML, am i right? NO! Actually, we can put more than 512x512 pixels dino skin into .TML. We just haven't known yet the representation of dino skin header code. So, in this topic :
I AM GOING TO SHOW YOU HOW TO PUT MORE THAN 512x512 PIXELS SKIN INTO TML

Please look at these 256x256 pixels and 512x512 pixels skin header :
256x256
Image
512x512
Image

Have you seen encircled dino skin header code on those pictures? Good! If we analyze it, there are some kinds of simple mathematical relation between those different-pixel dino skin header.

The 256x256 pixel dino skin (encircled) have "01 ; 01 ; 01" code.
While, the 512x512 pixel dino skin (encircled) have "04 ; 02 ; 02" code.

Those codes are the only one key concept in this present work. Now, if you have realized those relation. Congratulations!!! You can now put 1024x1024 pixels. But, for those who haven't understand it yet i'll try to explain it simply.

512 is the result of multiplying 256 with 2. Consequently :
The 512x512 pixel dino skin header code (colored one) : [x ; 02 ; 02]
are also the result of multiplying 256x256 pixel dino skin header code with 2
The 256x256 pixel dino skin header code (colored one) : [x ; 01 ; 01]


Surprised with those simple mathematical relation :shock:??? Have we done yet? NOT YET. We have to discover the relation between "x" code (above two circled codes) with the two circled codes. Don't worry! The relation is also very simple.

The 512x512 pixel dino skin header code :
["04 ; 02 ; 02" code]
The underlined code [04] are simply the result of multiplying the existing code [02] below the underlined code.

Congratulations!! You've understand how to put more than 512x512 pixels dino skin (i prefer called it Ultra High Resolution :amused: ) into the game (As long as the resolution are the multiplies of 256). Until now, i've not found any trouble or crash in JPOG game which is caused by putting ultra high resolution dino skin into TML. I, myself have tried to put 2048x2048 pixels trex skin into the game and it works fine until now.

For those who still haven't understood, don't worry! I'll give you some samples of ultra high resolution dino skin header :
768x768
Code: Select all
04 00 00 00 80 00 09 00 01 00 00 00 00 00 0c 42
06 00 00 03 00 03 ff ff 00 00 43 00

1024x1024
Code: Select all
04 00 00 00 80 00 10 00 01 00 00 00 00 00 0c 42
06 00 00 04 00 04 ff ff 00 00 43 00

1536x1536
Code: Select all
04 00 00 00 80 00 24 00 01 00 00 00 00 00 0c 42
06 00 00 06 00 06 ff ff 00 00 43 00

2048x2048
Code: Select all
04 00 00 00 80 00 40 00 01 00 00 00 00 00 0c 42
06 00 00 08 00 08 ff ff 00 00 43 00


I hope this tutorial can give more stunning graphical performance in JPOG gaming. WARNING : Be sure to measure your desktop graphic card power. :hehee: . Thank you for your attention
aristo
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Re: Tutorial on Ultra High Resolution Skin in TML

Unread postby MastaFoo69 » Mon, 20th Jul 2015 12:16

OR you could use TML TOOLS, and apply even higher resoulution skins to your tml files with no hex editing required! sorry for the shameless plug, good writeup though!
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