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sl1982:
How does one go about getting the custom driver (which is awesome btw) to load up .png's instead of the tex files?
Aali:
There's no tool that can do this yet, but you have to put a special marker at the beginning of the pixel data in the .tex file.
Specifically, the first 3 bytes of the pixel data must be "EXT" followed by a name. This name will be used to find a png file in the textures/ directory, based on the following template: <name>_<palette index>.png
sl1982:
Sounds way over my head lol. Lets say for example im replacing the usfont_a_h.tex. The png would have to be usfont_a_h_(whatever palette is).png? And how do i modify the tex? Hex editor? And how do i know what the palette is? Sorry for my noobishness, and thanks for all the answers.
sl1982:
Well ive been messing around with this for a bit and ran into a bit of a snag. Biturn doesnt like to convert bitmaps back to ff7 .tex files properly. I read around and the general consensus seems to be to use omega. The only problem is that the link on the wiki is no good. Anyone have a working link for this program?
Timu Sumisu:
look for borde's image2tex, its in the programming feedback forum i think
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