Has anyone figured these out yet? (NO PYTHON SCRIPTS.)
Just a question lost of games use them, even 3DS!<----(Link between Worlds.)
Ones for Wii U that I'm having problems with:
Mario Kart 8
Kirby and the Rainbow Curse
Sorry about so many help threads, I feel like a stupid idiot who always needs
help with things.
I think you need to slow down dude. You're starting 101 projects without even finishing a single one. Your post count is 88, and you've made 26 threads, and have a tonne of submissions clogging up our queue because there is still work that needs to be done on them.
Please can you stop trying to do everything all at once?
Ok, will do. I'll cancel all of the sheets nobody needs. (About 30. That's practically everything I have on your tSR queue.)
But anyone know of anything?
EDIT: Removed all of the garbage sheets. Now only 8 of my sheets reside.
EDIT 2: Removed another sheet nobody needed.
(07-22-2015, 08:19 AM)Dazz Wrote: [ -> ]have a tonne of submissions clogging up our queue because there is still work that needs to be done on them.
I have to ask - am I clogging up your queue as well? Not to go off topic or anything...
I have 103 submissions waiting approval.
Me? Originally 32. Now - 7.
tTR - 7. tSR - 7. tSoR - 1. 15 in total. Happy now?
(07-22-2015, 08:38 AM)larsenv Wrote: [ -> ] (07-22-2015, 08:19 AM)Dazz Wrote: [ -> ]have a tonne of submissions clogging up our queue because there is still work that needs to be done on them.
I have to ask - am I clogging up your queue as well? Not to go off topic or anything...
I have 103 submissions waiting approval.
Don't take that comment as a negative snide remark - it was more that, if you have a lot of sheets pending, please consider dedicating time to making sure they're acceptable instead of working to rip more content before hand. Several submissions might need work, so check them!
I'm working to reduce the queue each day, but we currently have some 300+ submissions on tSR.
Holy cow this tiling is weird.
That's "tc_MnOpen_Rosetta^l.bflim" from the Mario Kart BFLIMs you posted before.
It took me about an hour to figure out the swizzling for that one. I'm new to that. I might try to make a converter, but I'm sure there are others out there already.
BFLIM seems to be yet another variant of the .GTX format that Nintendo's been using for all of their Wii U games. I've got a partly-working BFLIM-to-GTX script that I've been using to rip Hyrule Warriors' sprites, when I get it working for every other variant of the format, I'll upload it for others to use.
https://dl.dropboxusercontent.com/u/2787...MtoGTX.bms
https://dl.dropboxusercontent.com/u/2787...DDSFix.bms
Here's a pair of QuickBMS scripts that will get the job done. Run the first script on any files that end in either ^h, ^l, ^o, ^p, ^q, ^r, ^s or ^t, and it'll output a .GTX file that you can convert using
TexConv2. Then run the second script on the exported .DDS files, and it'll fix the headers on the RGB565 (^h) and RGBA8888 (^l) textures so that they can be exported correctly with Noesis -- for whatever reason TexConv2 doesn't set up a few header flags on export, which breaks colours and transparency and such.
(EDIT: Completely re-wrote the post with all of the new things since then.)
Great job RTB, this is very helpful
It works, but crashes the gtx-to-dds program on some.
So hopefully, very, VERY, hopefully, Ploaj will provide program.
Counting on you, Ploaj!
This thread is open to anyone....
Not that I'm impatient or anything.
Yes you are... You've always been impatient, and it's starting to actually bother me.
OK, sorry, didn't mean to upset you. Where I live, everyone KNOWS I''m impatient.
I am still trying to get a hang on RTB's DDS. Not working for me, and I would to upload.
And I'm pretty sure this should be expected kids my age - 13. Really, dude.
(07-24-2015, 02:02 AM)supersmashball Wrote: [ -> ]And I'm pretty sure this should be expected kids my age - 13. Really, dude.
Actually, at your age, it shouldn't be expected. That's a pretty lame excuse. People have lives outside of what you're wanting them to do right this second. Remember that.