I think the problem could be caused by the spaces in your working directory, which is also your default output folder. You could try specifying a custom output path without spaces as the 4th command line argument or straight up moving the clone tool to a different directory
That's an interesting find! Unfortunately there are no tools to do this easily, but you could use a Hex editor and the information in the OP to change those values manually.
In case you're still wondering, this is definitely one reason. The lower res textures of weapons are used for all instances of the model that aren't parented to the local player character's rig, meaning all instances of the weapon that are lying on the ground or that are wielded by an NPC/remote...
I'm excited to see where they want to go with it - hopefully this time the project lasts longer than the first two times there was word of a Saints Row movie adaptation. For me, ideally the story would take place before the events of Saints Row or in the gap between 1 and 2. That way it could...
There's a chance this is due to me rather arbitrarily defining Maya's transparency slot as the input for blend maps. I honestly thought it would use the alpha channel of the color map for transparency, regardless of whether there's something plugged into the slot called "transparency" in Maya or...
If you're painting the skin weights in Maya, I recommend you have a look at ngskintools, a collection of handy tools that allow for a non-destructive weight painting workflow. I recently used this on a university project and now I can't imagine ever going back to Maya's standard tools for skin...
There's no trick with the converter as far as I remember, it's all properties in the maya scene. Like Henry08 said, you need to set all kinds of extra attributes for the bones, e.g. the bone id. Bone Ids are less of a guessing game than you think, you can simply look into a rig file that's using...
Hmm, maybe the weapon limit and animated textures bug are unrelated after all if you're already missing interiors at 50 hours. Still, it won't hurt to look at your save anyway. Could you make one before and one after subscribing to another weapon?
I can see a corrupt save file posing an issue even in unrelated savegames since high level information like hours played is probably parsed from all available files the second you enter the main menu. Getting unexpected values from parsing the saves might just be enough to screw up your play...
Interesting... Mind sharing a savegame with and without the bug? We could test if it really is related to the game time by manually changing it in the files, along with other variables such as cash earned etc.
Yes, the order should be like this from top to bottom:
weapon_icon_name.tga
frame1.tga
frame2.tga
...
frame24.tga
weapon_icon_name_c.tga
frame1.tga
frame2.tga
...
frame24.tga
The reason why your icon isn't animated in the store is that my tool only sets the number of frames belonging to the...
For some reason the game doesn't use the same bitmaps for HUD weapon icons and icons shown in stores. I'm unsure why this is, because the contents of both bitmaps seem to be identical in all cases, but for each weapon you have to include two icon textures: one called "weapon_icon_name.tga" and a...
ox201 is the hex code for the binary number 1000000001, which you get by adding up the BM_F_LINEAR_COLOR_SPACE flag (1<<9, which equals 1000000000) and the BM_F_ALPHA flag (1<<0, otherwise written as 1).
Try this command:
srtextool m your_peg_file.cpeg_pc your_texture.tga -f 0x201
It should set both the BM_F_LINEAR_COLOR_SPACE flag and the BM_F_ALPHA flag, which is the combination I'd recommend for UI icons. Note that, even though you probably packed your texture as "your_texture.tga.dds", you...
Yes, I've noticed this happens with certain textures, especially UI images. Easiest way to fix that is to use Yepoleb's SR Textool to set the BM_F_LINEAR_COLOR_SPACE flag to true on images that come out too dark. EDIT: It's a good practise to do this with normal maps as well.
Well, this is not something that normally happens, so my first suggestion would be uninstalling all components and going through the installation again. You could also try running the converter script in a Python IDE, like PyCharm, which sometimes resolves issues.
My guess is that, by upsampling the image you get some approximated pixels that are neither pure blue, cyan or magenta, thus messing with the shader. I wouldn't have expected the game to just crash in that case but I do wonder if that could have something to do with it. If I were you I would...
There shouldn't be any limitations when it comes to texture sizes so I'm not sure why this is happening to you. Did you change anything else besides the resolution, like for example the bit depth or number of channels?
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