Users browsing this thread: 51 Guest(s)
Random Talking Bush's Model Importers and QuickBMS Scripts
(10-14-2018, 06:14 PM)Random Talking Bush Wrote: Oh yeah, and before I forget again, here's a bunch of texture-based QuickBMS scripts I'd written earlier and hadn't gotten around to uploading here yet:

Crash Bandicoot: N.Sane Trilogy (PC, PS4 and Switch) - IGZ to DDS/GNF Converter
Godzilla (PS4) - GNF Extractor
GriefSyndrome - CV2 to DDS Converter
Gundam Breaker 3 - TEX to DDS Converter
Hyperdevotion Noire - MDL Texture Extractor
King of Fighters '98 UM OL - Image De-XORer
Mega Man 11 (PC and Switch) - TEX to DDS Converter
Taiko no Tatsujin: Drum 'n' Fun (Switch Version) - NUTEXB to DDS Converter

Thanks dude. Smile

I need a bit of help if you don't mind.
 
TLDR: Is there a way to convert .DDS back to .NUTEXB? Reimport.bat screws up the .dds image.

I am using the Taiko no Tatsujin script for Switch to export .dds file and importing it to Photoshop using the Intel DDS plugin.
When I try to convert back to .NUTEXB, the texture gets weird looking.
Is there a way to convert back to .nutexb properly?

After importing and editing, I tried using QuickBMS to convert it back to .NUTEXB using reimport.bat with ehhh results.

I am able to load it in-game using LayeredFS, with the same glitchy outlines.
https://i.imgur.com/yBBUGYz.png

Sorry, I am super amateur at this, lol
I wasn't sure what DDS type to export to after editing, so I tried all the ones with alpha channels but all 7 attempts came out glitchy ingame.
Reply
Thanked by:


Messages In This Thread
RE: Random Talking Bush's Model Importers and QuickBMS Scripts - by Shikoru - 10-25-2018, 02:37 AM

Forum Jump: