07-23-2015, 08:49 AM
(This post was last modified: 07-27-2015, 11:21 PM by Random Talking Bush.)
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.)
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.)