Textures, recreate headers, conversions, algorithms and parsing of image files
makc_ar
Posts: 1193 Joined: Sun Aug 17, 2014 7:27 pm
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by makc_ar » Sun Feb 18, 2018 5:12 pm
Someone script export\imort for quickbms?
Acewell
Posts: 706 Joined: Fri Aug 08, 2014 1:06 am
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by Acewell » Sun Feb 18, 2018 8:21 pm
they are just targa images preceeded with variable length custom headers, give this a try
Code: Select all
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm get NAME basename string NAME + .tga get SIZE asize findloc HEADER_END binary "\x20\x08" goto HEADER_END goto -0x10 0 seek_cur savepos OFFSET math SIZE - OFFSET log NAME OFFSET SIZE
makc_ar
Posts: 1193 Joined: Sun Aug 17, 2014 7:27 pm
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by makc_ar » Sun Feb 18, 2018 8:50 pm
Acewell
Posts: 706 Joined: Fri Aug 08, 2014 1:06 am
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by Acewell » Wed Feb 21, 2018 3:41 pm
i've no idea about those, sorry
makc_ar
Posts: 1193 Joined: Sun Aug 17, 2014 7:27 pm
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by makc_ar » Sat Mar 17, 2018 10:55 pm
@
Acewell How to pack .tga textures?
3%
episoder
Posts: 123 Joined: Fri Oct 27, 2017 7:36 pm
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by episoder » Sun Mar 18, 2018 1:10 am
neat design. gimme a good reason to try hex that. calintz twin sister, rose or adora. just the obvious fellas.
Acewell
Posts: 706 Joined: Fri Aug 08, 2014 1:06 am
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by Acewell » Sun Mar 18, 2018 3:17 pm
makc_ar wrote: How to pack .tga textures?
use reimport.bat, it works for me. did you test it out in your game?
makc_ar
Posts: 1193 Joined: Sun Aug 17, 2014 7:27 pm
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by makc_ar » Sun Mar 18, 2018 6:55 pm
Acewell wrote: makc_ar wrote: How to pack .tga textures?
use reimport.bat, it works for me. did you test it out in your game?
You can repack my textures and give them to me?
Acewell
Posts: 706 Joined: Fri Aug 08, 2014 1:06 am
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by Acewell » Sun Mar 18, 2018 8:00 pm
makc_ar wrote: You can repack my textures and give them to me?
now you lost me, i don't know what you mean. i just say you reimport works with the bms script.