Location of texture GAUGB_0x

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Hawkins
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Re: Location of texture GAUGB_0x

Postby Hawkins » Sat Mar 17, 2012 12:44 am

DTX2 runs fine on WIndows 7 32bit. 32BIT! That's what's important... Get 32bit machine. Or make one (virtual) like aforementioned.
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Sirius
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Re: Location of texture GAUGB_0x

Postby Sirius » Sat Mar 17, 2012 5:04 am

Running 32-bit OSes is not a future-proof solution, though. Virtualization is the most practical method.
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Sykes
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Re: Location of texture GAUGB_0x

Postby Sykes » Sat Mar 17, 2012 7:53 pm

Hawkins wrote:DTX2 runs fine on WIndows 7 32bit. 32BIT! That's what's important... Get 32bit machine. Or make one (virtual) like aforementioned.


I have 16GB of RAM so an x64 architecture was a given, but I can likely find an old 32-bit Windows machine collecting dust around my house I could use. Still, it's surprising that we are still having to use a program so primitive still. Is the original programmer the only man who knows how to open one of those files? That's inconvenient.
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Re: Location of texture GAUGB_0x

Postby Hawkins » Sun Mar 18, 2012 1:08 am

SOmeone i know is working on a PIG reader/writer, but it's all still in progress. So for now, that's all we got.
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Re: Location of texture GAUGB_0x

Postby Sykes » Sun Mar 18, 2012 1:12 am

Very well. I don't suppose it would break any laws if someone could send me a zipped version of the contents? That is, if it's not a ridiculous size.
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Re: Location of texture GAUGB_0x

Postby Pumo » Tue Mar 20, 2012 8:01 am

OK, here you have them, all the 8 Gauge06b variations (that is, the 8 frames corresponding to each player ship color) plus one I added in with no color (white) as frame X, so you can use it to customize and add frames for the other 8 players (from frame 9 to 16):

http://www.mediafire.com/?6ak79u5ck851vi6


You can safely unpack the contents of the RAR file to your D2X-XL Textures folder and it will work as a Hi-res replacement texture pack with no problems.

All the images are in TGA format with Alpha Channel included. :)
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