Program Overview

The Nintendo64 Texture Converter is a GUI based tool which allows you to import images in a myriad of formats, and export them as one of the many different image formats supported by the default Nintendo 64 microcode.

When you start the Nintendo64 Texture Converter, the following form is shown:

On the top, you should have the familiar menu bar. On the left, you'll have a lot of options relating to your image and how it will be exported. On the bottom, you'll have more options relating to how your texture is handled by the export. Note that many similar things can be achieved in different ways, such as: choosing a command from the menu, clicking a button, or by using a keyboard shortcut.

Icon Buttons

The menu bar on the top of the form features a bunch of different icons. Here is a quick overview of what each one does:

Image Information

Upon importing an image into the program, information relevant to your image is displayed on the top left:

The meaning of each row is as follows:

Color Format

Under the Image Information section, you have the Color Format section:

This lets you select the texture format which your image gets exported as, by selecting one of the radial buttons. An explanation of each image type can be found in the Image Formats section of this manual. You can also change the background color of your image, provided it contains alpha, by clicking the colored square. More information on how to use alpha is available in the Using Alpha page.

Export Format

Under the Color Format section, you have the Export Format section:

The meaning of each button is as follows:

When exporting an image with palettes's, the TLUT data is placed in the same file as your texel data, albiet in a separate array which uses the same name as your main image, except ending with _tlut. In Binary File mode, a second file is exported instead, following the same naming scheme. More information on palettes can be found in the Palettes page.

If chunking mode is used, the texel array will be split into multiple arrays, albiet ending with _X_Y, where X represents the N'th horizontal chunk and Y represents the N'th vertical chunk. In Binary File mode, multiple files are created instead, following the same naming scheme. More information on chunking can be found in the Chunking page.

Color Preview

Under the Export Format section, you have the Color Previewer

If you mouse over parts of your image, this section will display what that specific texel will be exported as. Each row represents the color and alpha value (be it in RGB, YUV, or I format) in 8 bit format, hexadecimal format, or a smaller format (if applicable). If the smaller format exists, the hexadecimal value will represent that, and not the 8 bit color!

Below the color matrix is a preview of the output texel with all the bits properly combines, in hexadecimal format, as well as a color preview box of the pixel that the mouse is currently over.

If a format that uses palettes is selected, the output texel may show up as ???? if no palette (either an automatically generated one or an imported one) is present. If a palette is present, then placing the mouse over a texel will display the palette value instead (with the color it represents in parenthesis). More information on palettes can be found in the Palettes page.

Bottom Bar

The bottom bar contains a few checkboxes and selections that allow you to change certain things regarding how your image is exported. This section looks like this:

The meaning of each button is as follows: