Mega Man 11 recently came out, and while I was able to open the models in 3DS Max, the textures can't be used since they are in this unreadable format.
So, is there any tool to convert .tex files into .png? I have tried some but none of them seem to work.
I also tried to use different programs to open textures, but not one of them did not work.
Wait, how were you able to open the model files in 3ds max? I tried using the tools from XeNTaX and it didn't work.
The tools in question:
http://forum.xentax.com/viewtopic.php?f=16&t=16420
EDIT: Never mind, I just had to check 64-bit Architecture on the top before importing.
(10-04-2018, 10:38 AM)The Prawn Wrote: [ -> ]Wait, how were you able to open the model files in 3ds max? I tried using the tools from XeNTaX and it didn't work.
The tools in question: http://forum.xentax.com/viewtopic.php?f=16&t=16420
EDIT: Never mind, I just had to check 64-bit Architecture on the top before importing.
Yea, it works and even very well. Also animations works in 60 fps.
Got it mostly figured out now, all I need to do is write up a version to work with the Switch textures too, and it should be up in my QuickBMS thread in about a week.
It's a chrimbus miracle!
Thanks again, RandomTBush, my man!!
@Random Talking Bush, Wow, cool, I still understand how to use it. I have so far failed. I choose a bms file, take tex textures, choose where to extract, but nothing happens.
P.S.
Happened, im just use old Quik BMS, but this converted texture converted badly.
For me this bms script dont work correctly, even blockman textures are badly converted. I have PC version files.
(10-15-2018, 01:39 PM)8Yaron8 Wrote: [ -> ]For me this bms script dont work correctly, even blockman textures are badly converted. I have PC version files.
The textures use the BC7 format, which not everything supports. Make sure you've updated both QuickBMS and
Noesis to their latest versions, and then use Noesis to convert the DDS files into PNG.
(10-15-2018, 03:03 PM)Random Talking Bush Wrote: [ -> ] (10-15-2018, 01:39 PM)8Yaron8 Wrote: [ -> ]For me this bms script dont work correctly, even blockman textures are badly converted. I have PC version files.
The textures use the BC7 format, which not everything supports. Make sure you've updated both QuickBMS and Noesis to their latest versions, and then use Noesis to convert the DDS files into PNG.
Maybe this happened because I extracted the archives of the game in such a way as indicated on this site -
https://gbatemp.net/threads/mh4u-mhx-rom...de.425059/ ?
In my version, I did not use Noesis.
It seems to figure out the texture need to open through this program. Thanks for clarifying!