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Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Tue Apr 22, 2014 6:22 am
by GOT4N
Taking it, it looks much much better, also I kept the old mod from me but I reduced it. I'm adding it to the list.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Tue Apr 22, 2014 8:16 am
by Master
Thanks Ad! As for your question, I haven't actually tried out modifying texture resolutions, think I'll give it a whirl when I get back.
Alright, Wesh, hopefully it'll be enjoyed by many.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Tue Apr 22, 2014 5:51 pm
by SilentSanctuary
Wow, this seems amazing! I've been trying to do this for quite some time with no results whatsoever.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Tue Apr 22, 2014 8:50 pm
by PluMGMK
Master wrote:Very much so, though those tools were released by a member called MixerX some time ago, so that ability's been a thing for a few months now.
I do recommend you try it, I've been poking around, and I've just discovered that there was a third coloured magic sphere in addition to the orange and blue ones, complete with its own stand too!
Hmm. A third sphere/base colour would make more sense in COBD part 1. Now all we need to do is figure out how to hack the map and change one of them to use the unused texture.

Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Wed Apr 23, 2014 6:12 am
by GOT4N
PluMGMK wrote:Master wrote:Very much so, though those tools were released by a member called MixerX some time ago, so that ability's been a thing for a few months now.
I do recommend you try it, I've been poking around, and I've just discovered that there was a third coloured magic sphere in addition to the orange and blue ones, complete with its own stand too!
Hmm. A third sphere/base colour would make more sense in COBD part 1. Now all we need to do is figure out how to hack the map and change one of them to use the unused texture.

you can do it. You just rename the name of files to use one of the two sphere and it should work.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Thu Apr 24, 2014 8:24 am
by PluMGMK
No, I meant that we should change the map of the first part of Cave of Bad Dreams to use a red sphere at the first mini Jano battle and then have the normal yellow and blue spheres in the next puzzle.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Thu Apr 24, 2014 8:07 pm
by Master
Ah, I see what you mean, have the game retrieve the red textures for that part in the Cave of Bad Dream only. The rest retain the same orange and blue colouration.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Fri Apr 25, 2014 10:22 am
by PluMGMK
Exactly. And I know our knowledge is nowhere near complete enough to do that, hence the

smiley.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Fri Apr 25, 2014 1:09 pm
by Master
Well, we can hope, right?
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 11:30 am
by Master
Argh, I told myself to leave this topic be until I was free to mess about with the textures again, but I feel the need to get this one resolved quickly. I was merely wondering if it were possible to have a batch command to convert a large number of Targa files back to .gf, as opposed to having to convert them back one at a time via CMD as the method currently specifies.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 11:54 am
by PluMGMK
That shouldn't be a problem, I think.
Perhaps:
Code: Select all
@echo off
for /R %%f in (*.tga) do (
gf2.exe -i %%f %%~nf
)
If %%~nf strips the ".tga", it should be left as just ".gf".
Maybe gf2.exe doesn't like being batched, but I don't see why it wouldn't.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 4:28 pm
by GOT4N
Master wrote:Argh, I told myself to leave this topic be until I was free to mess about with the textures again, but I feel the need to get this one resolved quickly. I was merely wondering if it were possible to have a batch command to convert a large number of Targa files back to .gf, as opposed to having to convert them back one at a time via CMD as the method currently specifies.
Did you tried to replace the -e text in convert_all.bat and the .gf files to gf.tga and .gf.tga to .gf ?
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 5:09 pm
by Master
Nope, I wasn't anticipating there to be so simple a solution, curse me and my lacking knowledge of computer coding.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 5:15 pm
by GOT4N
Master wrote:Nope, I wasn't anticipating there to be so simple a solution, curse me and my lacking knowledge of computer coding.
I didn't tried too so I dunno if it works :p
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sun May 04, 2014 5:31 pm
by Master
That being said, Plum's solution seems logical, I'll try it out sometime.
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Aug 16, 2014 3:46 am
by LOchii
this can be made for Rayman M?

Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Aug 16, 2014 9:31 am
by GOT4N
Nope

Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Aug 16, 2014 10:31 am
by Master
Hmm, come to think of it though, does Rayman M use a similar engine also? I think we've seen that it's pretty likely 3 uses an upgraded 2, so why not M?
Also, I completely forgot about this thread, that DarkRay of ours was a fun project, wasn't it?
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Aug 16, 2014 11:48 am
by GOT4N
It was a fun project
Wait, It does works I think, I mis read gf3 but it was gf2 I think, I'm gonna retry, then post a vid if it works :p
Re: Rayman 2 - Texture Hacking - Tutorial!
Posted: Sat Aug 16, 2014 12:27 pm
by GOT4N
My bad, it's gf3 so no, not possible, maybe using texmod