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proton:win_setup2 [2010/12/15 01:34] sethproton:win_setup2 [2012/03/02 13:13] seth
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 Or you may need non-square textures to be uncompressed, but square textures to be PVRTC compressed for speed for only a certain platform. (iPhone, cough)  RTPack.exe is very powerful and can do this kind of thing with ease. Or you may need non-square textures to be uncompressed, but square textures to be PVRTC compressed for speed for only a certain platform. (iPhone, cough)  RTPack.exe is very powerful and can do this kind of thing with ease.
  
-Remember, when you change a .png, you change it in media/*, and then must run update_media.bat to update the bin versions before you will see it in game.  Android/iPhone/WebOS scripts will grab the media from the bin directory. (If you really hate that, yeah, you can just write bmps directly into the bin directory yourself, but you lose the advantages of RTPack.exe being able to convert from nearly any filetype to .rttex and other advantages like padding images to be power of two)+Remember, when you change a .png, you change it in media/*, and then must run update_media.bat to update the bin versions before you will see it in game.  Android/iPhone/WebOS scripts will grab the media from the bin directory. (If you really hate that, yeah, you can just write bmps/jpgs directly into the bin directory yourself, but you lose the advantages of RTPack.exe being able to convert from nearly any filetype to .rttex and other advantages like padding images to be power of two)
  
 Processing is fast because the RTPack.exe processor can detect changes and only convert changed/new files. Processing is fast because the RTPack.exe processor can detect changes and only convert changed/new files.
  
 +RTPack.exe is included in shared/win/utils btw.  If you run RTPack.exe from the dos prompt, it will spit out the possible options:
 +
 +<code>
 +RTPack V1.3 by Seth A. Robinson.  /h for help
 +
 +Help and examples
 +
 +RTPack <any file> (Compresses it as an rtpack without changing the name)
 +RTPack -make_font <filename.txt> (Create a .rtfont)
 +
 +More options/flags for making textures:
 +
 +RTPack -4444 <image file> (Makes raw rgba 16 bit 4444 or 565 if no alpha .rttex)
 +RTPack -8888 <image file> (Creates raw rgba 32 bit .rttex, or 24 bit if no alpha
 +RTPack -8888 -ultra_compress 90 <image file> (Writes .rttex with good compression when there isn't alpha)
 +RTPack -pvrtc4 <image file> (Makes pvrtc .rttex - for PowerVR chipsets)
 +RTPack -pvrtc2 <image file> (Makes low quality pvrtc .rttex - for PowerVR chipsets)
 +More extra flags you can use with texture generation:
 +-mipmaps (Causes mipmaps to be generated)
 +-stretch (Stretches instead of pads to reach power of 2)
 +-force_square (forces textures to be square in addition to being power of 2)
 +-4444_if_not_square_or_too_big (1024 width or height and non square will use -4444)
 +-8888_if_not_square_or_too_big (1024 width or height and non square will use -8888)
 +-flipv (vertical flip, applies to textures only)
 +-force_alpha (force including the alpha channel, even if its not needed
 +-ultra_compress <0 to 100> (100 is best quality.  only applied to things that DON'T use alpha)
 +-nopowerof2 (stops rtpack from adjusting images to be power of 2)
 +-o <format> Writes final output as a normal image, useful for testing.  Formats can be: png, jpg, or pvr
 +</code>
 ==== Landscape vs portrait ==== ==== Landscape vs portrait ====
  
 {{:proton:win_setup_4.png?|}} {{:proton:win_setup_4.png?|}}
 +(Um, actually this pic is out of date, the latest version shows a pic of Seth's kids' face, to illustrate loading a raw .jpg.
  
-Assuming you built your resources right, you'll see this.  Uh oh, it's sideways because in App::Init() it has:+Assuming you built your resources right, and you're using the profile "iPhone", you'll see this.  Uh oh, it's sideways because in App::Init() it has:
 <code cpp> <code cpp>
 SetLockedLandscape(true); //we don't allow portrait mode for this game SetLockedLandscape(true); //we don't allow portrait mode for this game
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 This means it will force landscape mode.  It will do a 180 flip if an iPhone is held upside down, but won't flip to portrait modes. This means it will force landscape mode.  It will do a 180 flip if an iPhone is held upside down, but won't flip to portrait modes.
  
-Before you sustain serious neck injury, set "g_landScapeNoNeckHurtMode = truein main.cpp's InitVideoSize() function.+Before you sustain serious neck injury, change your profile to "iPhone Landscape".
  
 It should now look more like this: It should now look more like this:
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 ==== Music ==== ==== Music ====
 It also has options to turn on and off ogg/mp3 background music. It also has options to turn on and off ogg/mp3 background music.
 +
 +==== Jpg support ====
 +It has the jpg files included and RT_JPG_SUPPORT defined, which allows Proton to load native .jpg files.  I haven't bothered doing something similar for .png's because .rttex files basically compress the same as .png files.
  
 ==== Automatic scaling to fit the screen ==== ==== Automatic scaling to fit the screen ====
proton/win_setup2.txt · Last modified: 2018/07/28 08:32 by seth