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.dds can't be previwed
Posted: Tue Feb 02, 2016 2:55 pm
by Drawing
Hi guy's I got a problem with different .dds textures...
I try to load in noesis models from a game with the same format as Queen's Blade ( you can find the plugin for noesis in finale00's folder).
I succeded to load meshes but dds files couldn't not be previewed in Noesis ( I put meshes and dds in the same folder)
I give you a .rar with mesh and tex and xml... Could you try to open the .dds file or make it run in Noesis?
Here the file -->
http://www44.zippyshare.com/v/Bi5Rfoxb/file.html
Re: .dds can't be previwed
Posted: Tue Feb 02, 2016 11:27 pm
by Acewell
I don't know anything about Queen's Blade but your sample dds files are typical dds with a custom header, you can use Texture Finder to find the width and height and replace the first 128 bytes with a normal header.
Re: .dds can't be previwed
Posted: Wed Feb 03, 2016 4:37 pm
by Drawing
emh... i've understoond only that i've to find a texture finder xD.
Are there any guide or program?
for who don't know queen's blade or want to understand here there is a discussion
viewtopic.php?f=16&t=8202
Re: .dds can't be previwed
Posted: Thu Feb 04, 2016 3:08 pm
by Drawing
Ok man i ve understood the part of the texture finder but what do you mean for "header" ?
Re: .dds can't be previwed
Posted: Sun Feb 07, 2016 9:52 am
by Acewell
By header i mean the data stored at the start of the file that usually has the width and height and format info.
take your Nachal.dds sample and open it in a hex editor and look at the first 128 bytes
Code: Select all
08 0E 18 73 3F 6E 6C 6B 62 7E 69 6E 73 66 6B 6C
73 66 6A 66 77 65 64 6E 77 65 72 31 38 33 23 40
24 61 6E 63 61 6C 73 64 68 23 40 24 25 39 32 38
37 35 65 79 31 33 34 35 39 31 32 34 33 5C 5D 00
00 00 00 00 00 00 00 00 00 00 00 00 20 00 00 00
04 00 00 00 44 58 54 31 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 08 10 40 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
now open it in TextureFinder and set it to DXT1 with a 128 byte shift and you'll see it is 512x512 with mip maps.
You just need a full dxt1 header for a 512x512 texture to replace the custom header.
replace the custom header with this one
Code: Select all
44 44 53 20 7C 00 00 00 07 10 0A 00 00 02 00 00
00 02 00 00 00 00 02 00 00 00 00 00 0A 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 20 00 00 00
04 00 00 00 44 58 54 31 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 08 10 40 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
