Re: aika online
Posted: Sat Sep 25, 2010 1:08 am
naxet, that's really nice work! I don't suppose you're ready to release the mod yet? :3
Code: Select all
JT33€ € ÿÿÿÿÿÿÿÿ UUUUÿÿÿÿÿÿÿÿCode: Select all
DDS |
DXT3 @ ÿÿÿÿÿÿÿÿ UUUUÿÿÿÿÿÿÿÿMy program works correctly on the .jit files.Moreover, Karpati's 3D Object converter isn't working for the .jit files as it say's its suppose to.
Sorry for saying that then, I must be doing something wrong.Karpati wrote:My program works correctly on the .jit files.Moreover, Karpati's 3D Object converter isn't working for the .jit files as it say's its suppose to.
What program version are you running ?
-Open you .msh file (it will add the *.jit texture names to the material table automatically.Sorry for saying that then, I must be doing something wrong.
I'm using version 4.434, and I also have the "Use default texture subdirectory for textured view" option checked in tools -> options -> import.
It works, is there a way to reverse the process? (i.e bmp -> .jit) ?Karpati wrote:-Open you .msh file (it will add the *.jit texture names to the material table automatically.Sorry for saying that then, I must be doing something wrong.
I'm using version 4.434, and I also have the "Use default texture subdirectory for textured view" option checked in tools -> options -> import.
-Use Tools/'Export the material table's textures to .bmp files' function
Is there a nude patch for this game yet thats been released?naxet wrote:I love Aika online and extract textures from this game without editing the .jit files is possible, just capture them from Open GL , here´s a topless texture
By pencracker at 2010-09-24
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if (heapSize < 20000000) then
heapSize = 200000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory"
clearlistener()
fname = getOpenFileName \
caption:"Open Aika Texture File" \
types:"Aika Texture File(*.jit)|*.jit" \
f = fopen fname "rb"
h = getFilenameFile fname
fpath = (getFilenamePath fname)-- as string
pixel_array = #()
magic_num = readshort f
if magic_num == 21578 then(
readbyte f
dxt_id = readbyte f ----0x31=dxt1,0x33=dxt3,0x35=dxt5
tex_width = readlong f
tex_height = readlong f
--print "source file width=" tex_width
--print "source file height=" tex_height
pixel_count = tex_width * tex_height as integer
output_name = h +"_outport.dds"
if output_name != undefined then
print output_name
s = fopen output_name "wb"
writelong s 542327876 --magic word "DDS"
writelong s 124 -- always 124
writeshort s 1
writeshort s 8
writelong s tex_height
writelong s tex_width
writelong s 512----PitchOrLinearSize
writelong s 0----Depth
writelong s 0----MipMapCount
for i =1 to 11 do( -----write 11 reserverved long
writelong s 0
)----end of for i =1 to 11
writelong s 32 ----DDPIXELFORMAT
writelong s 4----Flags
if dxt_id == 0x31 do(
writelong s 827611204---DXT1
)----if dxt_id == 0x31
if dxt_id == 0x33 do(
writelong s 861165636---DXT3
)----if dxt_id == 0x33
if dxt_id == 0x35 do(
writelong s 894720068----DXT5
)----if dxt_id == 0x35
writelong s 0 ----RGBBitCount
writelong s 0 ---- RBitMask
writelong s 0 ----GBitMask
writelong s 0----BBitMask
writelong s 0 ----ABitMask
writelong s 0 ----Caps1
writelong s 0 ----Caps2
writelong s 0 ----reserved
writelong s 0 ----reserved
writelong s 0 ----reserved2
for i = 1 to (pixel_count/4) do(
pr = readbyte f #unsigned
pg = readbyte f #unsigned
pb = readbyte f #unsigned
pa = readbyte f #unsigned
writebyte s pr
writebyte s pg
writebyte s pb
writebyte s pa
--append pixel_array[pr,pg,pb,pa]
)----end of for i = 1 to pixet_count
)----end of if magic_num = 21578
fclose f
print "source closed"
fclose s
print "out closed"
fflush f
fflush s
--else
--messagebox "This is not Aika texture file"
--fclose f
Can I get a link to this jit to dds converter? xDlolzalolza123 wrote:Sorry to revive this thread. Has anyone looked into this? I've been trying to convert .dds files to .jit but have had no luck in figuring out how. I can only go .jit -> .dds cause of the converter program provided by this forum.