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superdemus

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  1. Hello there, A bit late to be answering this, but... You can find a command based extracting and repacking tool at https://forum.xentax.com/ at the following topic: https://forum.xentax.com/viewtopic.php?f=10&t=22903 You can find the extracting tool at following post: https://forum.xentax.com/viewtopic.php?f=10&t=22903#p168208 from Sir Kane (you'll need to be registered and logged in at xentax to be able to download this file). A filelist also needs to be in the same directory as the extracting tool. A link to the latest filelist to my knowledge is to be found at this post: https://forum.xentax.com/viewtopic.php?f=10&t=22903&start=30#p168732 from Ekey. Lastly a link to the repacking tool is at this post: https://forum.xentax.com/viewtopic.php?f=10&t=22903&start=30#p169183 from CobraGamer. Here is the direct link to this tool: https://github.com/rootCBR/PackLegion/releases Good luck! I'm preparing a batch script myself that should make those tools a bit more user friendly, to be released as a mod at nexusmods. Along with a few small mods, I've created myself, and a manual on how to convert texture files with a hex editor (alas I'm no programmer that can make conversion tools, so it's with the hex editor). Shouldn't be to long now before I'll upload those, just a few finishing touches.
  2. Hello fellow gamers, Has anyone of you ever encountered issues by converting normal maps back into .xbm format? Somehow the importer into the modkit, in its current state, always seems to screw those normal files up by more or less merging the normal map with the specular map (stored into the same file as an alpha channel) into one image. Now a while back I've found a workaround for this issue by injecting the texture data of the modded normal map directly into the (vanilla) .xbm file with the help of a hex editor, instead of using the flawed modkit importer. I've even written a tutorial about it with instructions of how to do this. Now as I don't see many people working with a hex editor I think the best solution is by building an alternate tool (for at least converting normal maps to .xbm). The only problem is that I have zero knowledge of programming. So the best I can do is by publishing of what I've found out about how the TW3 .xbm file are structured in hex code. This with the idea of inspiring someone, with any programming skills, who think he/she can use this to build a converting tool. You can find my tutorial via this link: http://www.nexusmods.com/witcher3/mods/617/? If any volunteer shows up, I'm ready to help him/her the best way I can.
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