realitychecked
TheJlfan
I reinstalled everything, I said what I did right there.I am having this issue too, what exactly did you do?
Save as DXT5 and update the alpha channel.DXT5, 3, 1? Its the Alpha channel no?
I reinstalled everything, I said what I did right there.I am having this issue too, what exactly did you do?
Save as DXT5 and update the alpha channel.DXT5, 3, 1? Its the Alpha channel no?
What do u mean reinstalled everything??I reinstalled everything, I said what I did right there.
Save as DXT5 and update the alpha channel.
You need to save as DXT5 if the texture has an alpha channel. Otherwise you need to save it as DXT1. I reinstalled Noesis and put a new code on it and everything works fine. You need to write your own phython to your liking so it works as well.What do u mean reinstalled everything??
The whole game??
The software apps?
erp archiver is in folder like hex so they are not installed on PC,
sorry to be a pain but please elaborate, 6 hours at this now.
Above says save as DTX5?? I thought we was saving as DTX 1???
You need to save as DXT5 if the texture has an alpha channel. Otherwise you need to save it as DXT1. I reinstalled Noesis and put a new code on it and everything works fine. You need to write your own phython to your liking so it works as well.
The incardriver.erp reads directly from the eg. genBranded_22.tga_mipmaps file over at chracters/drivers/male/gen22_unbranded. I have tested this by changing to a different helmet then the incardriver.erp updates automatically!!
I cant seem to change the incardriver.erp directly, it wont let me import my new dds file helmet texture or mipmaps file. Am I missing something here?
What do yuo mean also by 128x128 (pixels), you mean resize my DDS and import then?
Can you please explain by step as I dont seem to be getting it?
This is what I get, PS, my modded helmet was already there in the incardriver.erp, I didnt have to import, when i try to import any way my modded DDS, I get the below
Thats in the database which we cant open at the moment*nationality
I doubt that, maybe for the career helmets, definitely not for the rest of the helmets.The incardriver.erp reads directly from the eg. genBranded_22.tga_mipmaps file over at chracters/drivers/male/gen22_unbranded. I have tested this by changing to a different helmet then the incardriver.erp updates automatically!!
I cant help you with the archiver, maybe the new version is bugged, I dunno. I used only the old version, its quite easy and there are tutorials for that on the forums. Maybe Petar can help you out.I cant seem to change the incardriver.erp directly, it wont let me import my new dds file helmet texture or mipmaps file. Am I missing something here?
The helmets in the .erp are 128x128p DXT1 DDS, thats the format to use if you wanna import a file. But ofc you can use bigger textures. I used 512x512 for my helmet and 256x256 for the specular map (instead of 32x32p), but keep the compression and pixel ratio.What do yuo mean also by 128x128 (pixels), you mean resize my DDS and import then?
Its possible because i assiated all erp files with erp archiver v3, un assiated and v2 works fine, it replaces the texture and thats it, v3 still tries to create a new mipmaps file, so when i open the incardriver.erp with version 3, its fine i can view and export, but when i import a texture it open the windows dialouge to open the tnew texture and then asks me to choose the mipmaps file for example the helmet one and then replaces it.Do you have the files that resulted in this error? If you can send them to me, I'd like to investigate it.
Different file sizes are fine, it will still worktweaking helmets as possible that will remain in the same size? I When you edit a helmet as 10 megabytes of me after uprave remains 22 megabytes
Just a note on how mipmaps and textures in erp files work:
The textures in erp files are connected to the mipmaps files. It is all one texture. The mipmaps file has a couple of mipmaps from the texture, and then the texture in the erp file has the rest of the mipmaps. ERP Archiver 3 will combine these two parts into one dds when exporting, and will do the reverse when importing the dds.
For example, a 1024x1024 texture might have its two highest mipmaps in the mipmaps file, and the rest in the erp texture.
mipmaps file: contains 1024x1024, and 512x512 mipmaps,
erp texture file: contains the rest of the mipmaps; 256x256, 128x128, and so on
That means that any previous mods that only edited one or the other, and didn't separate the mipmaps in the dds are not done correctly. I hope that makes sense. Let me know if you need something cleared up.