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FPSC Classic Product Chat / Imageblock.bin -Can I trade for texturebank?-

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Qqite
16
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Joined: 28th Feb 2010
Location: Florida, U.S.
Posted: 25th Jul 2011 02:28
When you render an FPSC level all the the textures are mashed up into one .bin file called Imageblock.bin.

I need the old way of how it worked (if it was ever like this before) where it saved all of the textures to TEXTUREBANK\ folder.

he reason why is because I am moving my FPSC levels into DarkBasicPro. The textures work if I have TEXTUREBANK\ folder in the right place but I have no idea which textures to use and what not to. So to compensate I copy the WHOLE folder over (over 1 gig big).

I love how FPSC, when rendering, only takes the models it needs in its entity bank. Can I do this for Texturebank\? Is there an option to turn Imageblock.bin OFF?

Ventures of the worlds around us are limited only by our imagination.
WickedX
17
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 25th Jul 2011 02:33 Edited at: 25th Jul 2011 02:35
Set imageblockmode=0 in setup.ini.

Edit:Actually that should be buildsetup.ini.
Qqite
16
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Joined: 28th Feb 2010
Location: Florida, U.S.
Posted: 25th Jul 2011 02:37 Edited at: 25th Jul 2011 02:37
[Edit] @WickedXGames, yep found it. xD [/edit]

Well look-e-here.

Open the FPSC install location.
Open setup.ini
Find [GAMEMAKE] -> imageblockmode=1
Change 1 to 0.

Fixed. xD

CAUTION: This does not protect your image files, anyone can then access all the image files without encryption. I strongly recommend using imageblockmode=1 when using FPSC and imageblockmode=0 with Media encryption ON in DBPro.

Ventures of the worlds around us are limited only by our imagination.
WickedX
17
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Location: A Mile High
Posted: 25th Jul 2011 02:53 Edited at: 25th Jul 2011 02:55
You could just put the imageblock.bin file in your working directory, and open it with this.

WickedX
17
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 25th Jul 2011 03:29
Ok just built the simple demo level. Extracted the level1.zip file to files\levelbank\testlevel. Left the imageblock.bin in the files folder and ran this code.



It worked loading the images from the bin file.
Qqite
16
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Joined: 28th Feb 2010
Location: Florida, U.S.
Posted: 25th Jul 2011 04:11
@WickedXGames

Thanks that's a great idea, but I'm going to continue using the texturebank\ way for one reason:

If I has an imageblock for every level I had, I would be saving a lot of textures twice. If I used the same(ish) textures for every level then I'm just multiplying the memory used for the levels.

With the texturebank way, I can copy in the textures I used for that level and if any overlap, I will just not copy them.

Your idea is still a great way to have "encrypted" textures without the use of dbpro. Thanks!

Ventures of the worlds around us are limited only by our imagination.
WickedX
17
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 25th Jul 2011 04:37
When FPSC builds multiple levels, it only produces one imageblock.bin file. This file will have all the textures used by all levels without duplication. Just a thought.
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 25th Jul 2011 12:36 Edited at: 25th Jul 2011 12:37
one question on this:

the imageblock.bin also saves the huds, so is it possible to edit the huds in the final build game when imageblock is turned off?

leads to the question if its then possible to edit the huds into another screen solution like 1920 or does the final game also render from 1024 up to other sizes?

would be nice if someone could answer. fullscreen-HD-huds would be awesome. i will try it this evening, but i am on work actually so cannot test it.

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