05-21-2021, 08:58 AM
(This post was last modified: 05-21-2021, 09:12 AM by Random Talking Bush.)
(05-21-2021, 04:11 AM)Deathbringer Wrote: What kind of script?Both 3DS Max and QuickBMS, the former to convert the texture coordinates' float values into integers (QuickBMS cannot read floats correctly) and to preview the pre-assembled sprites (such as in the example in my previous message), and then QuickBMS does all the heavy lifting afterwards (reading the texture data, and exporting each sprite to DDS).
Unfortunately, I'm not going to be releasing the script itself, as it's insanely hacky and absolutely not user-friendly in the slightest (finding the most ridiculous solutions to problems seems to be my specialty ). In its current state, canvas sizes for sprites need to be manually set since I don't have a way of judging minimum/maximum sprite dimensions (the sprite information consists only of vertex positions and facepoints, and coordinates that extend past the pre-set width/height boundaries will wrap around and overwrite parts they're not supposed to), semi-transparencies currently erase anything underneath it (which thankfully doesn't affect Bloodstained with its all-or-nothing opacity, but Mighty Gunvolt Burst uses it in spades so I need to manually repair sprites sometimes), and the sprites themselves take up a lot of space since it's all raw pixel data with usually tons of padding around each one.
If anything, I'd like to learn how to code with C++ first, so I can make a program like Daxar did for the Shantae games and convert the OSB files directly to PNG, so I wouldn't have to re-invent the wheel, heh... Until then, I could supply the converted-but-not-arranged sprites for others if anyone wants me to (e.g. sending you the Bloodstained enemies, in case you want to verify your CotM1 rips or sheet the ones from CotM2 -- I've still got dibs on the remaining bosses, though).