You need to drag either a cpeg_pc or cvbm_pc file onto the unpacker. They contain the texture file information.
You will need to update any corresponding asm_pc file once you have repacked the textures but you need a seperate tool do that. You can get it from this thread. It's the UpdateASM...
He might be talking about this web page. His nickname is on the forum page. I haven't tried it out but it looks like someone has worked out how to decode the SR3 mesh files. :D
I'll have to have a look through the source code and see how it works.
Does it unpack the cpeg_pc/cvbm_pc files OK? If so make sure you use the same file name to repack the textures.
How are you running the program? Are you using a command line or just dragging the file onto the program icon?
If you are using the command line what are you typing in?
This is a tool that will disassemble a Saints Row 3 shader file (the shaders are in the shaders.vpp_pc file) and show all the shader code contained in that file. I wrote it to help me to work out the format of the shader files and ultimately the format of the 3d mesh files.
Please note that...
The original texture format is DXT1, no alpha channel and it doesn't have mipmaps. So you can stick with that.
As it doesn't have an alpha channel there is no point in saving it as a DXT5 texture. (The colour quality is the same for DXT1 and DXT5 it's only the alpha channel that's improved...
I do own Photoshop. I didn't include a Photoshop guide as more people would own a free piece of software, than a very expensive piece of software. However when I get a chance to I'll do a Photoshop guide.
OK as I promised ages ago I've fixed the texture alignment bug. It should (hopefully) now extract all the textures correctly. So no psychedelic landscapes any more. I have also hopefully fixed the problem that was reported that caused the textures to extract to the My Documents folder. (It now...
Yep that's the texture alignment bug again. When I first wrote the packer/unpacker I didn't realise that a very small number of textures are aligned to 16 bytes. I must get round to fixing it and posting the new version.
Sorry I didn't reply straight away I was on holiday for 2 weeks and the...
Although I've written a utility to unpack and repack the Saints Row texture files I haven't explained the format of the file. So here it is for those that are interested.
As with most SR3 files the data is split between 2 files. The cpeg_pc / cvbm_pc file contains the header information. The...
I haven't got that far into decoding the format. I'm working on working out the structure of the header file first. Hopefully CJay will share his knowledge as he seems to be a bit further in decoding the actual model geometry data and has a tool to visualise the data. It looks like he has a...
The ccmesh_pc / csmesh_pc format.
The following is a pseudo c header file but with conditional statements in it.
Any Align16 or Align8 statements mean that the next piece of data is aligned to either 16 or 8 bytes.
A char array with no size parameter i.e. char Foo[]; indicates that the data is...
This thread will be a discussion of how the Saints Row 3 models work. Me and CJay are working on the format of the files and it's a continuation of the original work done by zoum.
The Saints Row 3 model files are broken up into several different files that work together. The main file are the...
Usually the only reason a company supports the modding commmunity is if they are trying to sell their game engine to 3rd party developers. By allowing modding it's free advertising for the engines capabilities. The only exceptions I can think of are Bethesda and Runic games. However as less...
That's weird. I'm planning on doing an update at some point (to fix the few textures that are aligned to 8 bytes - mostly the bra textures) so I'll add that feature when I do so.
I'm not sure what's wrong. Try looking through this thread and see if it helps.
You haven't altered anything in the cache directory? You shouldn't touch the files in that directory, placing the mod files in the Saints Row root directory will override the files in the cache directory. If you...
I can see a couple of problems. First is that the BC3n/DXT5n format is for normal maps only. F_ideal_d.tga.dds is a diffuse map so save it as either DXT1 if you have no alpha channel or DXT5 if you do.
Also you don't need to repack the vpp_pc file. Just copy the str2_pc file and the updated...
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