DSX8
DSX8
I was able to grab hold of the DLC01/Wave1 files, also uses ard/arh, quickbms script with zstd works with it. Files introduced is... pcsmt and pcmdo, and a new folder...
> > I was able to grab hold of the DLC01/Wave1 files, also uses ard/arh, quickbms script with zstd works with it. Files introduced is... > > pcsmt and pcmdo,...
Ok gotcha, will not send anything in the future. Wonder if the model format is the same, or different for pc files.
everything extracted properly as it should, good job! Now just waiting on model support and we _should_ be golden.
The textures are BC7_UNORM format, just thought I'd say. LOD meshes and morph's are indeed missing on my end. However I don't like how I have to make duplications of...
what Keesoudwater34 said is correct. Heads are it's own model files cause you can change your outfit style in the game, which is why they took this route. Also found...
> > The textures are BC7_UNORM format, just thought I'd say. > > LOD meshes and morph's are indeed missing on my end. However I don't like how I have...
> ![image](https://user-images.githubusercontent.com/50651160/82947855-ff001280-9fa0-11ea-93d3-f5a97887151c.png) > > @Demonslayerx8 im still a bit new to hex editing. where would you edit the format in here and to what? ![image](https://user-images.githubusercontent.com/17195757/82948576-df43fc80-9f56-11ea-9ba2-ca9d61e3e3bd.png) for each BRTI magic, after...
Oops, not 18 bytes, 24 bytes lmao
Your welcome! I just hope this gets added into the max script so that we don't have to do the texture format all manually.