rub3945 Posted September 13, 2014 Posted September 13, 2014 Hey everyone, GameElite and I are making a Corporate Kane:We are using the WWE '12 model for this, and when I went to inject the color and normal using X-Packer, it said "Texture file must be the same size as original" This showed me that obviously WWE '12 textures required a different setting when saving it. If anyone knows the setting, please let me know. Thanks... Quote
IamCrazyPT Posted September 13, 2014 Posted September 13, 2014 I'm gonna explain you how to see the format of all the files: -Drag the file that you want to know the format to an hex editor Quote
rub3945 Posted September 14, 2014 Author Posted September 14, 2014 I'm gonna explain you how to see the format of all the files: -Drag the file that you want to know the format to an hex editor Thank-you, I did open it up in Hex Editior before but I didn't know what to look for. Thanks for your help... Quote
rub3945 Posted September 14, 2014 Author Posted September 14, 2014 Sorry, I just checked it in Hex Editor and this is what I got: Color - Normal - Anyone know how to fix it? I've already tried... Quote
IamCrazyPT Posted September 14, 2014 Posted September 14, 2014 Sorry, I just checked it in Hex Editor and this is what I got: Color - Normal - Anyone know how to fix it? I've already tried... Read Quote
rub3945 Posted September 14, 2014 Author Posted September 14, 2014 (edited) Sorry, I just checked it in Hex Editor and this is what I got: Color - Normal - Anyone know how to fix it? I've already tried...ReadSorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is? Edited September 14, 2014 by rub3945 Quote
gamingfan Posted September 14, 2014 Posted September 14, 2014 (edited) Save in photoshop as dxt1 or dxt 5 depending on format and 4 mipmaps Edited September 14, 2014 by gamingfan Quote
rub3945 Posted September 14, 2014 Author Posted September 14, 2014 Save in photoshop as dxt1 or dxt 5 depending on format and 4 mipmapsThat's what I originally did. It wouldn't let me inject it like that. Quote
gamingfan Posted September 14, 2014 Posted September 14, 2014 If not then add 00 00 s at the end of the file in hex editor till you have the same size as the extracted file. To do this Check the size of extracted file in bytes by right clicking and going to properties. Then edit the file and add 00's at the end of the file in hex editor till both the sizes matches. Quote
IamCrazyPT Posted September 14, 2014 Posted September 14, 2014 Sorry, I just checked it in Hex Editor and this is what I got: Color - Normal - Anyone know how to fix it? I've already tried... Read Sorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is? Convert 0C or 0B to dec on the calculator and you will get the number of minimaps Quote
El Guapo Posted September 14, 2014 Posted September 14, 2014 I remember having trouble with DDS files on 'un-fixed' WWE12 models. I'm pretty sure I just kept trying to save as different DXT numbers, mip maps off or on, etc. until I found a combination that made my changed file the same size as the original. Quote
Domy99 Posted September 14, 2014 Posted September 14, 2014 Save as dxt1 with 1 bit alpha and specify 12 mip maps for me it worked with tyson kidd Quote
bugsyboy Posted September 14, 2014 Posted September 14, 2014 Just use a wwe14 pach file and resize the texture to wwe14 and inject Quote
Domy99 Posted September 14, 2014 Posted September 14, 2014 Or use bugsy method but i think is faster my method Quote
rub3945 Posted September 15, 2014 Author Posted September 15, 2014 If not then add 00 00 s at the end of the file in hex editor till you have the same size as the extracted file. To do this Check the size of extracted file in bytes by right clicking and going to properties. Then edit the file and add 00's at the end of the file in hex editor till both the sizes matches. Sorry, I just checked it in Hex Editor and this is what I got: Color - Normal - Anyone know how to fix it? I've already tried... Read Sorry, I did. My minimaps came up with 0C and 0B instead of a number like 04. My apologies, I should of been more clear. Do you have any idea what it is? Convert 0C or 0B to dec on the calculator and you will get the number of minimaps Save as dxt1 with 1 bit alpha and specify 12 mip maps for me it worked with tyson kiddThanks for all your help! I used bugsyboys method for the color but for the normal, nothing seems to work. I've tried everything suggested. I tried 12 mipmaps, and the dec calculator said 28. I tried 28 mipmaps and that didn't work. And I tried changing the size. Sorry guys, any more possible ideas? Quote
bugsyboy Posted September 15, 2014 Posted September 15, 2014 Use my method for the normal also and save as dxt5 8bpp Generate mip map 4 Quote
rub3945 Posted September 15, 2014 Author Posted September 15, 2014 Use my method for the normal also and save as dxt5 8bpp Generate mip map 4I would but there are extra files and textures in the WWE '12 one that I would lose. Quote
Domy99 Posted September 15, 2014 Posted September 15, 2014 rub3945 you have to specify mip maps and not generate mip maps otherwise it will add mip maps Quote
rub3945 Posted September 16, 2014 Author Posted September 16, 2014 rub3945 you have to specify mip maps and not generate mip maps otherwise it will add mip mapsOh, can I do that with NVIDIA? Quote
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