Search found 33 matches
- Tue Feb 28, 2017 2:34 pm
- Forum: Graphic file formats
- Topic: Warframe Online .png textures
- Replies: 21
- Views: 10463
Re: Warframe Online .png textures
This is what I use: int convertWarframe(char* pngFileWF) { FILE* fIn = NULL; FILE* fOut = NULL; char* pixels0; char* pixels1; char* pixOut; fIn = fopen( pngFileWF, "rb" ); strcat( pngFileWF, "_reversed.png" ); fOut = fopen( pngFileWF, "wb+" ); fseek( fIn, 0, SEEK_END ); int fSz = ftell( fIn ); fseek...
- Wed Apr 15, 2015 8:17 am
- Forum: Graphic file formats
- Topic: Warframe Online .png textures
- Replies: 21
- Views: 10463
Re: Warframe Online .png textures
That's a nice program for detecting patterns, what is it? > ".. get proper header info like image width/height.." I guess there's only one way of doing this: preparing your own table of <file size>, <width>, <height>, <DDS type>, <# MIPmaps>. So far I've only split off the largest MIPmap off of some...
- Wed Apr 08, 2015 8:58 pm
- Forum: Graphic file formats
- Topic: Warframe Online .png textures
- Replies: 21
- Views: 10463
Re: Warframe Online .png textures
That seems to work just fine (for an assumed DXT1 DDS file).
How did you find that sizeBlock = 0x2000 ?
How did you find that sizeBlock = 0x2000 ?
- Tue Apr 07, 2015 10:04 am
- Forum: Graphic file formats
- Topic: Warframe Online .png textures
- Replies: 21
- Views: 10463
Re: Warframe Online .png textures
Could you post your code for reversing the these png's?.. block based DDS with reversed stream..
- Sun Feb 01, 2015 3:38 pm
- Forum: Graphic file formats
- Topic: Warframe Online .png textures
- Replies: 21
- Views: 10463
Re: Warframe Online .png textures
I have looked at some of the textures it looks like the textures are only getting half extracted. If you add a normal DDS header on the images you will see the image go in and out like only half is there. Maybe there is some more compression on the textures. But I am also not the best on image form...
- Sun Nov 30, 2014 5:52 am
- Forum: Game Archive
- Topic: [Request] Guild Wars 2 DAT
- Replies: 284
- Views: 80891
Re: [Request] Guild Wars 2 DAT
So here's my patchworked necromancer. She's got the wrong colors since the textures are for the default colors. She's also got the ugliest hat in existence since the character selection shows it regardless of whether or not it's hidden in-game. Also, yes. The boots looked that messed up in-game as ...
- Fri Nov 28, 2014 3:17 am
- Forum: 3D/2D models
- Topic: Blades of Time
- Replies: 28
- Views: 7314
Re: Blades of Time
With the Blender script the exported models still need a lot of work to display them correctly, especially the eyes. Once given the correct material, the eyes appear very beautifully modeled. The attachment shows examples of Ayumi, her dragon form, and Michelle. The Blender script also doesn't expor...
- Mon Nov 24, 2014 3:08 am
- Forum: Game Archive
- Topic: [PC] Devil May Cry 4
- Replies: 320
- Views: 131206
Re: [PC] Devil May Cry 4
.. the 1st exports the mesh data and when I'm done with mesh modifications the 2nd script comes to set the bones and skinning. If somebody has an idea about this then I'd like to hear it.. In 3DSmax you can copy and paste a skin from one model to another, provided the models are similar. This isn't...
- Sat Nov 22, 2014 5:42 pm
- Forum: 3D/2D models
- Topic: PC BlackGold Online maxscript
- Replies: 17
- Views: 4240
Re: PC BlackGold Online maxscript
I'm happy to find that this script also works with 3DSmax7 and 3DSmax 2008. Importing doesn't show any memory error, except when then script enters an infinite loop (occurred once in ~20 tests). More than half of the tested models imported flawless (eg. 'qh_con_mount_0001', 'boss_0121', 'bg_bear'). ...
- Fri Nov 21, 2014 1:48 am
- Forum: 3D/2D models
- Topic: Blades of Time
- Replies: 28
- Views: 7314
Re: Blades of Time
To get the textures, you can use offzip like this: - copy offzip to the /res/texpack directory; - create a new directory called "gameres"; - run offzip like this: offzip.exe -a bot.gameres.dxp.bin gameres 0x10 - find the files called "0005ccd8.dat", "004fc078.dat", and "000cfd00.dat", and open them ...
- Fri Feb 14, 2014 5:03 pm
- Forum: 3D/2D models
- Topic: AION cgf to collada converter
- Replies: 77
- Views: 39121
Re: AION cgf to collada converter
You have to install Python first. I think only v2.5 or v2.6 (I installed Python v2.6.6). Then running the script is very easy: start a command prompt, navigate to the location of the Aion2Collada.py file and simply type "Aion2Collada.py". BUT (!): befor you run it, you must edit this script in a tex...
- Fri Jan 24, 2014 5:46 pm
- Forum: 3D/2D models
- Topic: AION cgf to collada converter
- Replies: 77
- Views: 39121
Re: AION cgf to collada converter
In order to use CryImporter v1.2.1, you need to use a hex-editor to change the first six bytes in a model file from "NCAion" to "CryTek". Apart from that, I don't know how to edit the CryImporter script(s) for proper materials import. chrrox might shed a light on that. <Edit> ( also read: http://nif...
- Wed Jan 22, 2014 1:15 am
- Forum: 3D/2D models
- Topic: AION cgf to collada converter
- Replies: 77
- Views: 39121
Re: AION cgf to collada converter
"NCAion" needs to be changed to "CryTek"... can someone tell us exactly what the "NCAion" in the header needs to be changed to..
- Wed Nov 07, 2012 1:18 pm
- Forum: 3D/2D models
- Topic: Heroes of Might and Magic 6
- Replies: 80
- Views: 19848
Re: Heroes of Might and Magic 6
.. it looks asif a lot of bones are linked to the root bone, but they're seperate bones.. It would be interesting to know the names of these specific bones. In the example of the bat, two of these bones seem to be attached to the claws, as if the 'bat' might 'grab' something.. Maybe a 'bat' might g...
- Tue Jul 03, 2012 9:57 pm
- Forum: 3D/2D models
- Topic: Spellforce 2 DRS models
- Replies: 10
- Views: 3050
Re: Spellforce 2 DRS models
It's best to uninstall v0.1 before you install v0.2. Uninstalling LightSong might ask you whether to uninstall some OCX files, but that is not necessary. Just clean out the entire directory of LightSong v0.1 In your case I think you need to uninstall v0.2 as well. Then reinstall v0.2 after your syst...
