RSE-Texture/README.md

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# RogueSquadron Extractor - TEXTURE module
Inspired by the work of **dpethes** (https://github.com/dpethes/rerogue) :clap:
This set of git repos are a compilation of tools coded in C to make RS modding far more than a dream!
The collection consist of few independants modules, each of them deals with specific data like sound, textures, heightmaps, etc...
All modules are independants. This is the **'TEXTURE'** module.
[![Build Status](https://ci.jcsmith.fr/job/JCS-Prod/job/RSE-Texture/job/master/badge/icon)](https://ci.jcsmith.fr/job/JCS-Prod/job/RSE-Texture/job/master/)
## TEXTURE MODULE
It's extract texture datas from Rogue Squadron 3D (PC) game textures files (HMT).
This module can do:
- Extract textures inside HMT files to PNG format,
- Extract automatically inside subfolder (usefull when you have a lot of pictures to extract),
- Multiple inputs files,
- Manage transparent textures,
- Fixed some errored RGB color encoding.
## TODO
- Discover all last unknowns fields, etc.
- Parse TEXT format for terrain module
### Using
`RSETexture [options] <hmt files...>` or you can simply drag&drop hmt files on it.
A futur main program can extract all HMT files directly from DAT file.
Due to issue with copyrights, I can't provide samples... You need to extract HMT files yourself.
<img src="https://repo.jcsmith.fr/pictures/rse-texture.gif" width="620" height="400" />
### Options
- -h Print this message
- -v,-vv Activate verbose/debug output mode respectively
- -no-subdir Extract textures directly inside current folder
### Dependencies
Necessary libs (provided only in windows release) for running and for compiling.
- [zlib](https://www.zlib.net/) (1.3.1)
- [libpng](http://www.libpng.org/pub/png/libpng.html) (1.6.43)
### Compiling
I've a preference for compiling libraries by hand, mainly for backward compatibility, but I recommend using Conan packages manager (https://conan.io) for simplicity (I've abandonned the support for conan v1 as it's now considered as deprecated).
```shell
conan install . -of build -b missing -s build_type=Release -o tools=True -pr:b=default -pr:h=default
cmake --preset conan-release -G "Unix Makefiles"
cmake --build --preset conan-release
```
If your CMake<3.23, you should use this command for generation instead of preset one:
`cmake . -S build -DCMAKE_TOOLCHAIN_FILE=conan_toolchain.cmake -DRSPTEXTURE_SHARED=ON -DRSPTEXTURE_STATIC=OFF -DBUILD_TOOLS=ON -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles"`
Beware to use the same release/debug configuration with CMake using Conan! Adjust CMake preset or Conan configuration if necessary.
On Windows environment, you can use MinGW `-G "MinGW Makefiles"` or Ninja `-G "Ninja"` as CMake generator.
### Compiling (options)
There are a few configurable build options:
- RSPTEXTURE_SHARED Enable the build of shared version of the library ("shared" conan option)
- RSPTEXTURE_STATIC Enable the build of static version of the library ("shared" conan option)
- BUILD_TOOLS Enable the build of the standalone tools (necessary to use the lib directly) ("tools" conan option)
### Compiling (old-way)
If you want to do it manually without Conan, you will probably need to specify the dependency flags for CMake. Ex:
`cmake.exe -D"ZLIB_INCLUDE_DIR=zlib/1.3.1/include" -D"ZLIB_LIBRARY=zlib/1.3.1/lib/libzlib.dll.a" -D"PNG_PNG_INCLUDE_DIR=libpng/1.6.43/include" -D"PNG_LIBRARY=libpng/1.6.43/lib/libpng.dll.a" -DRSPTEXTURE_SHARED=ON -DRSPTEXTURE_STATIC=OFF -DBUILD_TOOLS=ON . -G "MinGW Makefiles"`
I've tested cross-compilation too, but since I want to check that Conan is working properly at each release, I've integrated it into the Jenkins flow using Conan for the cross-abstraction.