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yukes archiver saving on the wrong format


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Posted

I was editing the crowd but when i was saving the 204e.bpe, it saved as 204e.zl and isnt working on the game.

Is this normal?Because i have edited the crowd wednesday and it was working perfectly

Posted

I was editing the crowd but when i was saving the 204e.bpe, it saved as 204e.zl and isnt working on the game.

Is this normal?Because i have edited the crowd wednesday and it was working perfectly

Crowd edit is working here, ZL format is the replacement format for BPE in BrienJ tool.

Posted

Crowd edit is working here, ZL format is the replacement format for BPE in BrienJ tool.

in that case i am not understanding why isnt working.I edited before andit had worked perfectly.

Gonna upload an video of how i did do inject the dds file.Maybe it will be easier to see what i am doing wrong

Posted

Here´s the video.Hope you can help me

Posted

did anyone notice something wrong?

Posted

did anyone notice something wrong?

Well, for one thing, doing way more steps than necessary. Have you ever looked at what shows up in the right-click menu? Don't save all those files. Just right-click the original file that you double-clicked on to open that file, and look what one of the import options is ...

Posted

Well, for one thing, doing way more steps than necessary. Have you ever looked at what shows up in the right-click menu? Don't save all those files. Just right-click the original file that you double-clicked on to open that file, and look what one of the import options is ...

ok,but its kinda os strange because i have done all those steps before and it have worked perfectly

Posted

did anyone notice something wrong?

Another glaring mistake, is that DDS files do NOT support layers. You never flattened the image before saving it as a DDS file. Also, another mistake, was saving it with only 4 mip-maps, and if you would open in a hex editor like I've said, you would see there are NINE mip-maps for that texture in particular. But yeah, since you didn't flatten the image, when you saved the DDS file, you just saved the original file, although you also saved it with less mip-maps, which was your second mistake.

Posted

Here is the texture in the hex editor, which shows you that it uses 9 mip-maps -

b7z1q9.jpg

Posted

Another glaring mistake, is that DDS files do NOT support layers. You never flattened the image before saving it as a DDS file. Also, another mistake, was saving it with only 4 mip-maps, and if you would open in a hex editor like I've said, you would see there are NINE mip-maps for that texture in particular. But yeah, since you didn't flatten the image, when you saved the DDS file, you just saved the original file, although you also saved it with less mip-maps, which was your second mistake.

ok thanks for the information :)

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