October 5Oct 5 i Need A Bms Script For Model and Texture for This Game!!!!model_Liza.ziptexture_Liza.zip Edited October 10Oct 10 by K5.0
Tuesday at 09:46 PM1 day 8 hours ago, K5.0 said:Case Closed!!!It would be helpful to share what you did so that it can help others, instead of just saying you've found a solution.
9 hours ago9 hr Supporter So here is bms for *.ntp.get BaseFileName basename get FileSize asize get FileExtension extension endian big getdstring TXPKSign 0x4 get Unknown_0 uint32 get FileSize uint32 get ResourceCount uint32 get TOCOffset uint32 get Unknown_1 uint32 get Unknown_2 uint32 get Unknown_3 uint32 goto TOCOffset for i = 0 < ResourceCount get DefinitionSize uint32 get ResourceOffset uint32 get ResourceSize uint32 get ResourceNameHash uint32 string Name p "%s/0x%08x.tex" BaseFileName ResourceNameHash if ResourceSize != 0 log Name ResourceOffset ResourceSize endif next iAnd here is 010 template for textures.//------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ BigEndian(); local uint32 i; char NTP3Sign[4]; ubyte Unknown_0; ubyte Unknown_1; ubyte Unknown_2; ubyte Unknown_3; uint32 Reserved[2]; uint32 Unknown_4; uint32 Unknown_5; uint32 TextureDataSize; uint16 GIDXOffset; uint16 Unknown_8; uint16 MipMaps; enum <uint16> { PF_DXT1 = 0, PF_DXT5 = 2, }PixelFormat; uint16 TextureWidth; uint16 TextureHeight; uint32 Reserved1[6]; uint32 MipTextureDataSize[MipMaps]; FSeek(GIDXOffset); char GIDXSign[4]; uint32 GIDXSize; uint32 TextureNameHash; uint32 Reserved2; struct { for (i=0; i < MipMaps; i++) { struct { byte MipData[MipTextureDataSize[i]] ; }MipRawData; } }TextureData;
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