The Great Ace Attorney Chronicles (TGAAC) .tex convert

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Quiple
Posts: 3
Joined: Thu Nov 14, 2019 6:31 am

The Great Ace Attorney Chronicles (TGAAC) .tex convert

Post by Quiple »

Hello!

I'm trying to edit .tex files from The Great Ace Attorney Chronicles like this one:
title_1_BM_NOMIP_HQ_jpn.zip

I tried using this BMS script for Mega Man 11 which uses the same MT Framework game engine, but the result is like this:
title_1_BM_NOMIP_HQ_jpn.png

As you can see It's not reading the colors correctly.

Maybe editing part of this BMS script seems to give the correct result, what should I do?
SamuraiOndo
Posts: 33
Joined: Fri May 14, 2021 11:33 pm

Re: The Great Ace Attorney Chronicles (TGAAC) .tex convert

Post by SamuraiOndo »

Quiple wrote:Hello!

I'm trying to edit .tex files from The Great Ace Attorney Chronicles like this one:
title_1_BM_NOMIP_HQ_jpn.zip
I tried using this BMS script for Mega Man 11 which uses the same MT Framework game engine, but the result is like this:
title_1_BM_NOMIP_HQ_jpn.png
As you can see It's not reading the colors correctly.

Maybe editing part of this BMS script seems to give the correct result, what should I do?

use the kuriimu2 autobuild
it has a plugin for it