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Post by Wizard on Sept 26, 2010 9:18:39 GMT -5
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Post by dany25 on Oct 5, 2010 8:45:11 GMT -5
You need an hexadecimal editor just copy and past the header from your original bct into your dds and remove the .dds extension I tested to edit the textures directly that's work but with strange bug: My step by step: 1. I converted the chest_default.tex with quickbms to dds 2. I extracted the chest_default.tex with Gibbed's tools 3. I edited the cr_jacket_cm.dds with xnview (just add a wave effect) 4. I use Ultra Edit for copy the coding header of cr_jacket_cm (from Gibbed's tools) into the edited cr_jacket_cm.dds 5. I rename cr_jacket_cm.dds into cr_jacket_cm 6. I build back chest_default and rename chest_default.tex 7. I copy my new chest_default.tex into npcs and build npcs.big Update by Anon1404:expanded and clarified instructions. Attachments:
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Post by dany25 on Oct 5, 2010 8:47:36 GMT -5
the bug Attachments:
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Post by Wizard on Oct 5, 2010 8:55:51 GMT -5
You must have saved the texture edit in the wrong format, to get an error like that.
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Post by dany25 on Oct 5, 2010 9:05:31 GMT -5
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Post by Wizard on Oct 5, 2010 9:21:56 GMT -5
What was the original texture format you ripped the texture as?
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Post by dany25 on Oct 5, 2010 9:41:10 GMT -5
I edited the original dds file cr_jacket_cm.dds from quickbms script and adding the header from the cr_jacket_cm file from Gibbed's tools into the dds but i suppose the problem come from the other textures like normal maps...
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Post by shamrock91 on Oct 8, 2010 17:03:04 GMT -5
Is the header literally the first line in the hex editor?
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Post by dany25 on Oct 10, 2010 5:51:58 GMT -5
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Post by anno1404 on Dec 27, 2010 14:17:33 GMT -5
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Post by anno1404 on Jan 30, 2011 11:42:25 GMT -5
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