It looks like the image dimensions are at 0x8 and 0xA
80 = 128
40 = 64
CHANDELIER2.DTX = 128x128
THRONE.DTX = 128x128
VIALS.DTX = 64x64
Search found 1326 matches
- Tue Feb 21, 2012 5:58 am
- Forum: Graphic file formats
- Topic: LithTech dtx and calculating pixeldata size
- Replies: 12
- Views: 2753
- Tue Feb 21, 2012 2:29 am
- Forum: Game specific tools
- Topic: [PC] Fear2 Tools
- Replies: 28
- Views: 14586
Re: [PC] Fear2 Tools
The tools are attached to the first post of this very thread.
- Thu Feb 16, 2012 4:57 am
- Forum: 3D/2D models
- Topic: someone can give me these two game unpack scripts ?
- Replies: 2
- Views: 656
- Sun Jan 22, 2012 7:50 am
- Forum: Game Archive
- Topic: Star Wars - The Old Republic - Beta
- Replies: 712
- Views: 223256
Re: Star Wars - The Old Republic - Beta
There is a working link in this post, the archive contains a special TOR build of EasyMYP along with a hash dictionary which has 44.5% of file names. EDIT New working link to the SWTOR build of EasyMYP 3.6 in this post . You can get the latest compatible hash list in this post . The latest *.gr2 mod...
- Fri Jan 20, 2012 11:55 pm
- Forum: Holy Cow!
- Topic: Megaupload got killed
- Replies: 9
- Views: 2914
Re: Megaupload got killed
"I felt a great disturbance on the Net, as if millions of links suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened..." I feel especially bad for those who had paid accounts and stored nothing but legit files. No more files and no refund! This makes me won...
- Wed Dec 21, 2011 6:25 am
- Forum: Audio file formats
- Topic: Star Wars: The Clone Wars extracted wav
- Replies: 5
- Views: 1351
Re: Star Wars: The Clone Wars extracted wav
MFAudio says it is compressed. GSpot info says it is 11025Hz 22 kb/s (1 chnl) header groupID[4] RIFF size 2888 riffType[4] WAVE format chunkID[4] fmt chunkSize 52 wFormatTag 358 wChannels 1 dwSamplesPerSec 11025 dwAvgBytesPerSec 2808 wBlockAlign 4 wBitsPerSample 16 unknown[36] unknown chunkID[4] see...
- Sun Dec 18, 2011 10:03 am
- Forum: Holy Cow!
- Topic: VBzip_control.ocx
- Replies: 3
- Views: 1546
Re: VBzip_control.ocx
It should've been included with the exe, if not then you can find it with this one:
http://www.xentax.com/downloads/tools/filecutter.zip
http://www.xentax.com/downloads/tools/filecutter.zip
- Sun Dec 11, 2011 6:44 am
- Forum: Graphic file formats
- Topic: .tex file
- Replies: 9
- Views: 2355
Re: .tex file
Once you extract the contents of the *.tex file (which look like LODs of the same image) you can open them in TextureFinder2.1 (8888 = 24+8) then save a bmp capture which will also preserve the alpha if it exists. At 512x256 this is the highest resolution of the image contained in distantfence_d.png...
- Thu Dec 08, 2011 6:14 am
- Forum: 3D/2D models
- Topic: Star Wars - The Old Republic - Beta - GR2 model
- Replies: 159
- Views: 43224
Re: Star Wars - The Old Republic - Beta - GR2 model
If you participated in the last 2 Beta Weekends then you won't need to uninstall your Game Client. If you participated in The Old Republic Game Testing Program, but did not participate in the November 25th-28th or December 2nd-4th Beta Weekends, first uninstall the Game Testing Client before moving ...
- Wed Dec 07, 2011 5:19 am
- Forum: Tutorials
- Topic: Noesis tutorial Zlib
- Replies: 5
- Views: 5783
Re: Noesis tutorial Zlib
nevermind i may write an alo import script for Noesis soon.
edit
there is now a alo/ala import/export script for Blender 2.79 now.
https://focumentation.fandom.com/wiki/Blender
edit
there is now a alo/ala import/export script for Blender 2.79 now.
https://focumentation.fandom.com/wiki/Blender
- Wed Dec 07, 2011 4:37 am
- Forum: Tutorials
- Topic: Noesis tutorial Zlib
- Replies: 5
- Views: 5783
Re: Noesis tutorial Zlib
here is some samples:
*samples provided on request*
thanks!
*samples provided on request*
thanks!
- Wed Dec 07, 2011 12:02 am
- Forum: Tutorials
- Topic: Noesis tutorial Zlib
- Replies: 5
- Views: 5783
Re: Noesis tutorial Zlib
thanks for the tutorial! :D This code also works on other Petroglyph games using the alo format. your import script doesn't seem to work with Petroglyph's "Star Wars: Empire at War" *.alo models. here is the *.alo format spec if you're feeling up to modifying yours: http://modtools.petrolution.net/d...
- Sat Dec 03, 2011 9:40 pm
- Forum: 3D/2D models
- Topic: Star Wars - The Old Republic - Beta - GR2 model
- Replies: 159
- Views: 43224
Re: Star Wars - The Old Republic - Beta - GR2 model
hazballs posted HERE that the header of the gr2 files has changed: ...the gr2 files now have the GAWB "magic number" instead of )ÞlÀ and cannot be converted... The current conversion tools do not work with these. I compared the file sizes of some old and new gr2 files and it looks like they are comp...
- Mon Nov 28, 2011 12:09 am
- Forum: 3D/2D models
- Topic: 3dxml can anyone convert it?
- Replies: 27
- Views: 30170
Re: 3dxml can anyone convert it?
The feature has been removed. It wasn't removed, but downloading DAE files is restricted to paid accounts now. http://www.mediafire.com/imgbnc.php/4a4062875afb57ce38579402cbe7fc5627a6df170404b7afaba8f96f6f8f90965g.jpg http://www.mediafire.com/imgbnc.php/8d99594ebeeaad7b556d989b75810c9c07d6fa9523470...
- Mon Nov 14, 2011 7:28 am
- Forum: 3D/2D models
- Topic: Star Wars - The Old Republic - Beta - GR2 model
- Replies: 159
- Views: 43224
Re: Star Wars - The Old Republic - Beta - GR2 model
I'm thinking of adding the ability to copy the texture files to the exported folder or setting the path in the MTL so no copy or move is needed. What would you prefer in this case? While copying the textures to the exported folder would be more convenient, i think this would be a waste of harddrive...
