XBMCTex (XBMC Texture Compression Tool) for skins ported to all platforms
#16
Not trying to hijack this thread, but since it's about XBMCTex i thought i ask here.
Does anyone have a clue why Textures.xpr created with XBMCTex (on linux, using normal compression and no protection) can cause texture corruption on the xbox, while if using XPR Xpress (on xbox) the corruption doesn't appear?

Seems like the xbox users are having this issue with my skin:

http://forum.xbmc.org/showpost.php?p=345425&postcount=4

http://forum.xbmc.org/showpost.php?p=345...stcount=15
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#17
ronie Wrote:Not trying to hijack this thread, but since it's about XBMCTex i thought i ask here.
Does anyone have a clue why Textures.xpr created with XBMCTex (on linux, using normal compression and no protection) can cause texture corruption on the xbox, while if using XPR Xpress (on xbox) the corruption doesn't appear?

Seems like the xbox users are having this issue with my skin:

http://forum.xbmc.org/showpost.php?p=345425&postcount=4

http://forum.xbmc.org/showpost.php?p=345...stcount=15

That's ironic i have just downloaded that not tried it on the xbox but will let you know if theres any problems with it but if there is i can fix it. now i have dumped auriga where it dam belongs in da bin:p
XBMC Frodo 12 - Windows 7 - Asrock Ion 330HT - Aeon Nox
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#18
ronie Wrote:Not trying to hijack this thread, but since it's about XBMCTex i thought i ask here.
Does anyone have a clue why Textures.xpr created with XBMCTex (on linux, using normal compression and no protection) can cause texture corruption on the xbox, while if using XPR Xpress (on xbox) the corruption doesn't appear?

Seems like the xbox users are having this issue with my skin:

http://forum.xbmc.org/showpost.php?p=345425&postcount=4

http://forum.xbmc.org/showpost.php?p=345...stcount=15

If i create the Textures.xpr file on windows it also works fine on the xbox, so it must be a Linux only problem.
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#19
If someone is looking for a small xbmc related project, they can replace SDL with freeimage in XBMCTex. See http://freeimage.sourceforge.net/ for details on freeimage.
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#20
jmarshall Wrote:Hi all,

Incase you missed it first time around, XBMCTex has been ported to all platforms (with the exception of xbox) now, so you don't need a win32 box (or the directx sdk) to build your XPR anymore.

Thanks to AlTheKiller in particular for the work unix-ising all the win32-isms.

Please post below if you have difficulty using it.

Cheers,
Jonathan

dummy question: where to get it?
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#21
jmarshall Wrote:I'd prefer (and I suspect you'd prefer) if you didn't kiss my arse, but you can just grab it from SVN as well:

http://xbmc.svn.sourceforge.net/viewvc/x...BMCTex.exe

Cheers,
Jonathan

i'm wondering if this precompiled build is still up-to-date?
it hasn't been updated in over a year....

on a side note, i'd much rather use XBMCTex on linux, but this bug is keeping me from using it:
http://trac.xbmc.org/ticket/6946
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