Thank you great Guru God *Bows*
May I ask, is it basically just adding on to the Bviewer, because Bviewer reads each chunk right and then produces the .dds file?
Aries wrote:Thank you great Guru God *Bows*
May I ask, is it basically just adding on to the Bviewer, because Bviewer reads each chunk right and then produces the .dds file?
Yes, the functions will soon be replaced inside bviewer so that it will make the edit and export them with the swbf format
but u said in your tutorial what to do if its bigger , but u didn't say what to do if it's smaller , what to do then ? because my original file is like 600 KB an once i edited it , it seemed that it is 117 KB , that's odd because i just added stuff to the picture :s
It sounds like you are selecting too much nitro, the first ~170k are usually for DXT# formats, with the rest being RGB. Make sure when you select from the lvl_ you only go up to the next fmt_ chunk marker, or the next chunk marker in general. Usually the next marker should be at the length of the file Bcompiler made.
Its also possible he is saving it in the wrong format, I did this in photoshop on accident, Im still not sure if it was the right format, but the sizes matched up.
now , i did evrything right with the trooper , and it doesn't crashes when i play , but the stormtrooper isn't changed like i wanted it :s , do u also need to replace the DXT part ?
Would it be possible to create transparent textures? In no way am I considering applying them to actual characters I was thinking more along the lines of the Imperial probe droid. It would add alot more tension to the game for the rebels and add more espionage and tactics/strategy for the Imperials.
EDIT: Also people may want to make jet packs transparent to create the appearance of a force-jump.