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Your tools have been an invaluable resource for me when it comes to working with PS2 textures, which I am extremely grateful for. I wanted to ask you if you have any experience working with swizzled (assuming they are) Vector Quantization formats (such as VQ2/VQ4/VQ4f). I've tried perusing through your code base but it's a little difficult trying to understand how exactly it works since it's so heavily integrated into your tools.
Do you have any resources or personal research (if any) on these particular formats? They seem to be extremely uncommon texture formats for PS2 games, and as such trying to figure out how to even process them is close to impossible. Maybe I'm over-complicating things and they're actually simple to parse, but even that I can't confirm since there's so little information out there!
If you could provide any information or suggestions, I would greatly appreciate it.
Thanks!
The text was updated successfully, but these errors were encountered:
Fireboyd78
changed the title
Working with VQ textures?
Working with VQ texture formats?
Sep 20, 2017
Hi Nick,
Your tools have been an invaluable resource for me when it comes to working with PS2 textures, which I am extremely grateful for. I wanted to ask you if you have any experience working with swizzled (assuming they are) Vector Quantization formats (such as VQ2/VQ4/VQ4f). I've tried perusing through your code base but it's a little difficult trying to understand how exactly it works since it's so heavily integrated into your tools.
Do you have any resources or personal research (if any) on these particular formats? They seem to be extremely uncommon texture formats for PS2 games, and as such trying to figure out how to even process them is close to impossible. Maybe I'm over-complicating things and they're actually simple to parse, but even that I can't confirm since there's so little information out there!
If you could provide any information or suggestions, I would greatly appreciate it.
Thanks!
The text was updated successfully, but these errors were encountered: