NRskinner (DXT1,DXT3, DXT5, PS2 (palettized), and 32bit bmp) Version 1.6

Started by Norrin Radd, November 04, 2007, 11:32AM

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No problem but will be tonight on the way to get mri done.
thanks for all the help btw.

1401.igb ps2 256 256 52967 9439 .
And their turning us into Monsters its all designed!!

Speaking of plugins, does anyone have any other versions of the Photoshop DDS plugin?  I've got 8.23 and *I think* 6.31.  I want to try others to see how well they work VS others.

November 06, 2007, 05:57PM #32 Last Edit: November 06, 2007, 06:01PM by Norrin Radd
Quote from: cvc on November 06, 2007, 01:25PM
No problem but will be tonight on the way to get mri done.
thanks for all the help btw.

1401.igb ps2 256 256 52967 9439 .

cvc, the offsets are right but you put them in the wrong order it should be:
1401.igb ps2 256 256 9439 52967 .

the texture palette offset is 9439 = 9438+1

November 06, 2007, 06:19PM #33 Last Edit: November 06, 2007, 06:27PM by cvc
Well shut my mouth  :soapbox: thats it :bowdown: :bowdown1: and the villagers rejoice.

Thanks for your unwavering patience.
And their turning us into Monsters its all designed!!

December 04, 2007, 10:28AM #34 Last Edit: December 04, 2007, 11:07AM by cvc
Norrin Radd palette_offset how do I find them??


EDIT: thank you very much shouldn't be a problem.
And their turning us into Monsters its all designed!!

December 04, 2007, 10:46AM #35 Last Edit: December 04, 2007, 10:53AM by Norrin Radd
ill find the link that should help you, one second

edit:
here is the link for a quick guide
http://marvelmods.com/forum/index.php?topic=7.msg2749#msg2749

you need the older version of texture finder, you open the skin, then you pick "With Palette" 8bit on the right,
then you pick 32bit as the bit palette format, then you use those arrows beside the number at the top right, basically the far right one jumps really fast through the skin, so you can use it at first to search until you find a block of colors which look the same, for instance there may be a huge block of blueish colors, or greenish ones, or whatever, then that is most likely where you want to look
then you use the smaller arrow to get it so that your picture looks correct, make sure that in the palette window, you have the first block black, then white then black,
then you take the offset number, and add one

good luck

 Norrin Radd oh yeah thats quick and easy,I have a Q. about the skin itself are all the ps2 skins 256 rez.
And their turning us into Monsters its all designed!!

some are 128, but i think most are 256

i just released a new version, the new version doesnt need the file called "detach.exe" anymore, all you need are the files in the download provided, this way it is easier for more people to use without downloading extra stuff

and also this way it wont make a bunch of extra files, like it did before

December 19, 2007, 09:38PM #39 Last Edit: December 19, 2007, 09:51PM by cvc
I was curious if we have the ps2 skins for the XML games because its so easy to use this program?

EDIT: that would be great.

EDIT: Thanks Norrin Radd yes the link still works.
And their turning us into Monsters its all designed!!

December 19, 2007, 09:38PM #40 Last Edit: December 19, 2007, 09:43PM by Norrin Radd
i think nodoubt_jr uploaded the xml1 ps2 versions a while ago, i will check

edit:
here is the thread, im not sure if the link is still good
http://marvelmods.com/forum/index.php?topic=105.msg21517#msg21517

DXT5 capabilities added, see first post for new version 1.4. I was able to test it by extracting the bumpmap, but I haven't tested them in game since I don't think my computer is good enough to be able to view bumpmaps in game. Let me know if there are any problems.

Thanks, Norrin!  The DXT5 option works perfectly :D

Thanks Tetragene



bmp capabilities added, see first post for new download link. These capabilities were specifically intended for MUA icons (as there is some specific bit flipping necessary). I tested it and it seemed to work but let me know if there are any problems

Example NRskinner.cfg line for using bmp option
Quotecable_icons1.igb RAGB 256 256 6217 .

I think it's supposed to be RABG, not RAGB. (Red and Blue channels should stay the same, Alpha and Green should be swapped)