[Official] TexMod Development Suggestions

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

I've managed to get ahold of the original TexMod author, and while his opinion on open source has not changed, he has actually recently started work on it again. He has requested user feedback, and suggestions. I have already posted this on the GWW, but thought I should post it here as well. Keep in mind this is something he sent to me in an email, and should not be used as a specific feature list.

Quote:
Originally Posted by RS
A few things you can expect:
- No need to start the game through TexMod, you can attach to running applications at any time
- Mod-packages can be added and removed while a game is running as well
- Much better performance (impact should be close to zero)
- Much better compatibility (it should work with alot more games, exceptions should be very rare)
- (Hopefully) alot of nice features to make finding textures as simple as possible

Additionally, DX10 and DX11 support is planned of course, but It's not high priority for now.
He is looking for requests and ideas, however TexMod is not and will not be developed for Guild Wars specifically, and is instead being developed for DirectX games in general. Therefore no game specific requests please! Keep in mind that just because they have been suggested doesn't guarantee they will be implemented!

Things that have already been suggested ([C] confirmed):
- Fix for Texture Leaking (He hadn't seen this before and is looking into it)
- [C] Background running in the system tray (As well as auto detect games)
- Per game settings (Predefine packages to be auto loaded on game detection)
- In game interface (Definitely not in first release, if at all)
- Logging mode improvements (Both Google-Image style lists and dumping of all loaded textures)
- [C] Not be packed with NSPack (Confirmed, and most likely no packaging at all)

And on a personal note I have to say that I am very excited that RS is developing TexMod again!

impulsion

Wilds Pathfinder

Join Date: Sep 2008

Terra Noise [Zraw]

N/A

Option to start the game with parameters, although I guess this is covered by "No need to start the game through TexMod, you can attach to running applications at any time".

A way for packages to be loaded automatically, e.g. texmod takes command line parameters itself with a list of the packages to load and the game executable (and parameters to be passed to the game).

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by impulsion View Post
Option to start the game with parameters, although I guess this is covered by "No need to start the game through TexMod, you can attach to running applications at any time".

A way for packages to be loaded automatically, e.g. texmod takes command line parameters itself with a list of the packages to load and the game executable (and parameters to be passed to the game).
^_^ Those are covered. Since TexMod will likely not require the game to be started through it, any command lines can be entered when the game is started (Apart from -dx8 of course).

Per game settings was included above, but I'll separate it into a second section and clarify. By that I meant the ability for TexMod to auto detect what game it is, and apply packages previously defined automatically.

Chthon

Grotto Attendant

Join Date: Apr 2007

Well, this is quite a surprise.

To be honest, the biggest thing would be to fix the bug where certain textures (usually ones that aren't even supposed to be modded at all) are sometimes replaced with a seemingly random texture from the pack. In GW, the characters' shadows seem to be the most common victim textures. I'm guessing that this is what you meant by "texture leaking." To reiterate, this is definitely the biggest issue for me; fix this and everything else is a mere convenience issue.

Other things (convenience issues):

Command line support, with the goal of creating one-click shortcuts. For example, I would like to be able to create a shortcut that would look something like this:
Quote:
"C:\Program Files (x86)\Blah\Blah\Blah\TexMod.exe" -e "C:\Program Files (x86)\Blah\Blah\Guild Wars\gw.exe" -m "C:\Program Files (x86)\Blah\Blah\Guild Wars\Mods\SpiritRadar.tpf","C:\Program Files (x86)\Blah\Blah\Guild Wars\Mods\NakedLivia.tpf" -c "-bmp -windowed"
which would invoke gw.exe with the command line parameters "-bmp" and "-windowed" and mod it with SpiritRadar.tpf and NakedLivia.tpf.
(For the record, no, I do not have a naked Livia mod. It was just a colorful example.)

Incorporate the functionality of the tpf unpacker to allow people to remix single elements from other people's mods.

I'll try to think of more later, and I'll be keeping an eye on this thread.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Chthon View Post
Well, this is quite a surprise.

To be honest, the biggest thing would be to fix the bug where certain textures (usually ones that aren't even supposed to be modded at all) are sometimes replaced with a seemingly random texture from the pack. In GW, the characters' shadows seem to be the most common victim textures. I'm guessing that this is what you meant by "texture leaking." To reiterate, this is definitely the biggest issue for me; fix this and everything else is a mere convenience issue.

Other things (convenience issues):

Command line support, with the goal of creating one-click shortcuts. For example, I would like to be able to create a shortcut that would look something like this:

which would invoke gw.exe with the command line parameters "-bmp" and "-windowed" and mod it with SpiritRadar.tpf and NakedLivia.tpf.
(For the record, no, I do not have a naked Livia mod. It was just a colorful example.)

Incorporate the functionality of the tpf unpacker to allow people to remix single elements from other people's mods.

I'll try to think of more later, and I'll be keeping an eye on this thread.
Yes, that's what is meant by texture leaking. I had no other way of describing it without there being a huge sentence.

In this case, silent start is a possibility. If it is started separately from GW, and auto applies specific settings to games, it would work in a similar way. Though I will be sure to mention command line arguments.

Also, TPF unpacker is currently off the table from what I gather from his last email. There are copyright issues with the textures.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by KairuByte View Post
Yes, that's what is meant by texture leaking. I had no other way of describing it without there being a huge sentence.
Yes, leave it to me to write a huge sentence...

Quote:
Also, TPF unpacker is currently off the table from what I gather from his last email. There are copyright issues with the textures.
I believe he is mistaken. He would not be liable for traditional copyright infringement for the very simple reason that he would not be making any copies of anything. As for enabling other people to make copies: he definitely would not be liable for vicarious infringement; one could conceivably make a case for contributory infringement or circumvention, but I think that would be unlikely because (1) it's his own damn code, and (2) AFAIK successful contributory and circumvention cases have always involved programs or activities that have no legitimate function besides making unauthorized copies. So, in sum, I think he'd be in the clear. (That, of course, is all US law. I'm not qualified to opine on the copyright law of other countries, other than to say that the US seems to be the most ridiculous and restrictive in the world.)

As an alternative, if the author cannot be dissuaded from fearing copyright liability, perhaps a technical solution would be in order: Create a new filetype called .tpf2 that contains one extra byte in the header (or, better yet, find an unused byte in the current .tpf header that has a constant value). Use this byte for a flag that specifies whether the author *wants* to make the .tpf unpackable. Add a GUI checkbox option, and -- presto -- mod creators can choose to seal their mods or not, and whatever copyright problems may have existed go away.

(Another potential "better yet" implementation would be to just tack an extra byte onto the end of the file, assuming that there's a clear end marker or length declaration in the current format so that it could be recognized as an extra byte.)

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Chthon View Post
Yes, leave it to me to write a huge sentence...
Please don't take any offense, I just meant the term is used to make life easier.


Quote:
Originally Posted by Chthon View Post
I believe he is mistaken. He would not be liable for traditional copyright infringement for the very simple reason that he would not be making any copies of anything. As for enabling other people to make copies: he definitely would not be liable for vicarious infringement; one could conceivably make a case for contributory infringement or circumvention, but I think that would be unlikely because (1) it's his own damn code, and (2) AFAIK successful contributory and circumvention cases have always involved programs or activities that have no legitimate function besides making unauthorized copies. So, in sum, I think he'd be in the clear. (That, of course, is all US law. I'm not qualified to opine on the copyright law of other countries, other than to say that the US seems to be the most ridiculous and restrictive in the world.)

As an alternative, if the author cannot be dissuaded from fearing copyright liability, perhaps a technical solution would be in order: Create a new filetype called .tpf2 that contains one extra byte in the header (or, better yet, find an unused byte in the current .tpf header that has a constant value). Use this byte for a flag that specifies whether the author *wants* to make the .tpf unpackable. Add a GUI checkbox option, and -- presto -- mod creators can choose to seal their mods or not, and whatever copyright problems may have existed go away.

(Another potential "better yet" implementation would be to just tack an extra byte onto the end of the file, assuming that there's a clear end marker or length declaration in the current format so that it could be recognized as an extra byte.)
I'll link him to this post.

As for the encrypted byte, it's actually simpler then that. The tpf files are just zip files with a password that have had their extension changed. So it would be possible to just check to see if the tpf is encrypted and if not, just skip the decryption process.

Anon-e-mouse

Anon-e-mouse

Wilds Pathfinder

Join Date: Apr 2006

@ Home

League Of Friends [LOF]

R/Mo

One thing that REALLY NEEDS to happen, is that Texmod, needs to NOT be packed by NSPack.

With the oodles of GB's of storage these days there's no real reason to compress the executible with a packer that's used by a large number of trojans.

It's just asking to be flagged as malware.. Removing the NSPack compression, would prevent a lot of the "Texmod is malware honest" threads..

At the moment, Texmod will not work if Avast Antivirus is running.. and if you turn Avast off, MalwareBytes will then flag it as malware simply because it's NSPack'd

This needs to change.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Anon-e-mouse View Post
One thing that REALLY NEEDS to happen, is that Texmod, needs to NOT be packed by NSPack.

With the oodles of GB's of storage these days there's no real reason to compress the executible with a packer that's used by a large number of trojans.

It's just asking to be flagged as malware.. Removing the NSPack compression, would prevent a lot of the "Texmod is malware honest" threads..

At the moment, Texmod will not work if Avast Antivirus is running.. and if you turn Avast off, MalwareBytes will then flag it as malware simply because it's NSPack'd

This needs to change.
Added! 12chars

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by KairuByte View Post
Please don't take any offense, I just meant the term is used to make life easier.
None taken. I'm known for verbosity.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Progress is being made!

I talked with RS earlier today, and it turns out the groundwork is laid. He has finished DX9 basics, but has run into a few issues with DX10 and DX11 that have to be addressed before any more progress can be made.

But he is working on it, and from the sounds of it when he is done it's going to be a great improvement to the original!

Edge Igneas

Frost Gate Guardian

Join Date: May 2008

Poland

Good to hear. Keeping my eyes peeled on this thread.

Prestige

Prestige

Frost Gate Guardian

Join Date: Jul 2011

Canada [GMT -5]

Krazy Guild With Krazy People [KrZy]

D/A

Avast simply asks me to Open it in a sandbox, I simply choose ''Open Normally' o:

Daddy

Academy Page

Join Date: May 2011

VSF

A/

We need a Pongmei Valley chest running texmod. Most people now are working on account titles, and this would be such a helpful tool. Include other popular chest runs.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Prestige View Post
Avast simply asks me to Open it in a sandbox, I simply choose ''Open Normally' o:
Hopefully not being packaged with NSPack will prevent that. It's only slightly annoying with Avast, but some completely quarantine or delete the file upon detection. Plus not all users will trust a program just because the entire community says it's safe.

Quote:
Originally Posted by Daddy View Post
We need a Pongmei Valley chest running texmod. Most people now are working on account titles, and this would be such a helpful tool. Include other popular chest runs.
Wrong kind of suggestion. This is thread is for the actual program, not for individual packages.

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by Chthon View Post
... other than to say that the US seems to be the most ridiculous and restrictive in the world. ...
In Belgium you are not allowed to take pictures, in public space, with things like statues or architecture (any copyrighted material) in them.

So, if you want privacy, just place a contemporary piece of art on your lawn. Other then that, I agree with you. Only this time though :P

But all that is completely OT off course.

Intrinsic

Academy Page

Join Date: Jan 2006

Black Widow / House Palomides

Mo/E

I 2nd the -bmp option, that alone would be shiny.

masterfighter

masterfighter

Pre-Searing Cadet

Join Date: May 2008

GDH

E/

Im so excited about this new version, release date?

Anon-e-mouse

Anon-e-mouse

Wilds Pathfinder

Join Date: Apr 2006

@ Home

League Of Friends [LOF]

R/Mo

Quote:
Originally Posted by Prestige View Post
Avast simply asks me to Open it in a sandbox, I simply choose ''Open Normally' o:
When I originally posted in this thread, the latest version of Avast v5.something (at that time) did not have the sandbox feature. MalwareBytes will still flag it as Malware simply because it's NSPack'd, which hopefully the new version will do away with.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Intrinsic View Post
I 2nd the -bmp option, that alone would be shiny.
Command lines wouldn't matter either way, since TexMod would hook into games as they are detected, and would not need to run the game directly.

Example: Start TexMod, it loads in the system tray. Start Guild Wars, TexMod automatically picks it up and hooks it.

No more need for command line support.

Quote:
Originally Posted by masterfighter View Post
Im so excited about this new version, release date?
No ETA. He does have a life and other projects, and the DX > 9 support is challenging to say the least.

I'm excited as well!!

Intrinsic

Academy Page

Join Date: Jan 2006

Black Widow / House Palomides

Mo/E

Quote:
Originally Posted by KairuByte View Post
Command lines wouldn't matter either way, since TexMod would hook into games as they are detected, and would not need to run the game directly.

Example: Start TexMod, it loads in the system tray. Start Guild Wars, TexMod automatically picks it up and hooks it.

No more need for command line support.
It'll be interesting to see how this works when using it alongside GWMultiLaunch

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

Quote:
Originally Posted by Intrinsic View Post
It'll be interesting to see how this works when using it alongside GWMultiLaunch
Since the multiple clients will be separate of each other, it should run without issue since the original data isn't changed by TexMod. Don't quote me on this, but it will most likely work. :P

watchingtex

Pre-Searing Cadet

Join Date: Oct 2011

I've been watching this thread for a little whiles now and I was wondering if there's any update on the authors progress or if he has set up some sort of blog/website i could check out.

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

To my knowledge he doesn't have anything set up. I'll be sure to ask.

There is a lot of work needed to be done before he can release anything. The way DX10 and DX11 handle textures, he needs to find an efficient and global way to handle their hashing and dumping. He can't easily release anything until he has those two done, or when he does all packages created with the older version would be invalid because their hashing would be incorrect.

Jette Antral

Academy Page

Join Date: Jan 2007

The old hashing system sucked a million camel dicks anyway, although this might have been in part to the assbackwardsness of the way clothing and skin textures are generated.

MMO Player

MMO Player

Ascalonian Squire

Join Date: Oct 2011

Living on the fault line between the 7th and 11th dimension.

The Imaginary Friends [TIF]

N/Mo

If you are into this sort of thing... I am not... check out 3D Ripper DX. It has the ability to leech the mesh and textures into a Direct X snapshot of the game. You are therefore indirectly capturing through Direct X and not the game itself.

The textures are saved in dds format. Easy to manipulate using the Gimp. From what I have read the Texmod does the reverse and pastes your custom texture on for you to see. That is mainly why I don't bother, no one else can see my artwork.

==Update 10/14/2011==

I couldn't help but notice that you were looking for the source code on TexMod?

Open TexMod is available from here. And you can freely download and/or develop the latest alpha version. The source code directory is http://texmod.googlecode.com/svn/trunk/

I tried to run the latest alpha and it gave me some DLL error code. I am NOT a programmer so this as far as I got. Hope that helps you guys!

bugallnot

Ascalonian Squire

Join Date: Feb 2009

is this going to come out soon ? cause once gw2 starts no one will use it anymore.

sexus

sexus

Pre-Searing Cadet

Join Date: Oct 2011

how bout this as suggestion:

autoloads a certain game exe and selects logging mode in texmod silently and exits texmod silently when i exit the game, would be mucho appreciated

p.s:

dx10/11

is a must!!! bring it!

drok3n

Frost Gate Guardian

Join Date: Mar 2011

Earth

Lod

Me/A

if this is the "official" texmod thread could we get the creator to post here because this project seems dead as a door nail, other then this guy saying he can get into contact with him. so making suggestions here seems no good

sexus

sexus

Pre-Searing Cadet

Join Date: Oct 2011

it could be a trap xD

ROTA

Ascalonian Squire

Join Date: Nov 2011

To my knowledge RS is still developing the next version of TexMod, which will support Directx 10 and 11. He stated to me some nice features. But I don't have a clue when a beta will be downloadable.

Well lets wait or look for an alternative project *broad hint*

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

I don't think RS knows of this thread, but I'll point him here.

It's official because I am actually in contact with the Dev through email. There is no real way for me to prove that, because even if he does post here, there is no way for you to verify it is really him.

He is working on it. There is a lot to do last time I talked to him which was about a month ago. He has to figure in DX10/11 properly, not to mention a GUI and the proper communication. This isn't something that can be rushed, and as a programmer I wouldn't want him to rush it at the risk of him getting frustrated and pushing it aside.

Be patient. At this moment you have a working alpha version from years ago.

Lets just be glad he has resumed work.
Quote:
Originally Posted by ROTA View Post
To my knowledge RS is still developing the next version of TexMod, which will support Directx 10 and 11. He stated to me some nice features. But I don't have a clue when a beta will be downloadable.

Well lets wait or look for an alternative project *broad hint*
Alternative projects have been started and abandoned. Unfortunately.

EDIT: Just noticed yours, lol. Haven't been keeping an eye out on GW lately, so wasn't aware of it. Looks promising! Can't wait to see the code behind it.

One question, why google code?

impulsion

Wilds Pathfinder

Join Date: Sep 2008

Terra Noise [Zraw]

N/A

uMod works and exists

bugallnot

Ascalonian Squire

Join Date: Feb 2009

any news ? .

ROTA

Ascalonian Squire

Join Date: Nov 2011

Quote:
Originally Posted by KairuByte View Post
One question, why google code?
I did not start the project. It was started a year earlier. I thought, that the programmers in the development (google mail)-group would help me developing, if would upload a really early alpha version. Thus I joined the project and uploaded the code, but it seem that I thought wrong, since no one started to write some code for the project.

And now uMod is known under this address, thus I don't like to change the code-hoster and google code has all the feature I need.

rg25152

Pre-Searing Cadet

Join Date: Dec 2012

So is there anything going on with this or is it dead?

KairuByte

Ascalonian Squire

Join Date: Aug 2007

The Sanctum Of Inner Darkness

N/

To be honest I'm not sure.

The dev did not respond to my last emails so I can only assume he lost interest again. But he may be continuing work.