superdemus Posted October 4, 2015 Share Posted October 4, 2015 (edited) 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. Edited October 4, 2015 by superdemus Link to comment Share on other sites More sharing options...
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