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#1 |
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Chieftain
Join Date: Oct 2010
Location: Russia
Posts: 11
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DDS unpacker for interface textures
I made DDS unpacker.
It unpack some packed interface textures. These textures consist of two files (filename-index.dds and filename.dds). This utility creates filename.png from these files. |
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#2 | |
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Zeppelin Commander
Join Date: Aug 2009
Location: Idaho
Posts: 378
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Quote:
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Currently playing: Star Trek Online, OpenTTD Bring back rigid airships, the most awesome aircraft ever built by mankind! |
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#3 |
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Chieftain
Join Date: Oct 2005
Posts: 98
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Nice! Time for some serious modding.
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#4 |
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You caught my attention
Join Date: Dec 2001
Location: The Matrix
Posts: 1,381
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This program is working as advertised, but only for the contents of the DX9 dir.
EDIT: btw
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CyberChrist Last edited by CyberChrist; Oct 07, 2010 at 07:03 PM. |
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#5 |
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You caught my attention
Join Date: Dec 2001
Location: The Matrix
Posts: 1,381
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Any chance you could make it unpack into the original DDS format instead of converting them to PNG? Would be nice to have the alpha channel data as well.
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CyberChrist |
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#6 | |
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Chieftain
Join Date: Oct 2010
Location: Russia
Posts: 11
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Quote:
PNG has the alpha channel. Last edited by Sterkhov; Oct 08, 2010 at 03:55 AM. |
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#7 |
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You caught my attention
Join Date: Dec 2001
Location: The Matrix
Posts: 1,381
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There is no alpha channel in the PNGs your program creates - none that I can spot in Photoshop anyway.
EDIT: Ok, if I save them as DDS files and then reloads the file the alpha channel appears. Odd stuff.
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CyberChrist Last edited by CyberChrist; Oct 08, 2010 at 07:59 PM. |
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#8 | |
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Chieftain
Join Date: Oct 2010
Posts: 34
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Quote:
See this thread for a variety of ways around this problem: http://forums.cgsociety.org/archive/.../t-665136.html |
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#9 |
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Monarch
Join Date: Sep 2007
Location: Phoenix, AZ
Posts: 924
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Or dump photoshop and use theGimp
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#10 |
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Proud to be Russian
Join Date: Apr 2005
Location: Moscow, Russia
Posts: 590
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Cool! Спасибо, земляк!
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Civ4: Rulers of Russia | Gigantic Worlds | Mountains: back to service | Main Screen Mod | AI Attitude Unfold | Static Leaders and Movies | Blitz | AntiCorp Col2: Russian America | 2-Plots City Radius | Abandon Colony | Static Leaders | Earth Maps - - - - - - - - - - - -
CivGames.com - My Civ-blog. You are always welcome! And Let's Tweet about Civ! |
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#11 |
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Running Spider
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Many thanks for this tiny "tool". It's puzzling to know that the official Firaxis ModTools package (re-Nexus) doesn't even give us such stuff.
I also believe you might need to contact Alexandre at Dragon-Unpacker to see if he could integrate your little prog into his own Civ-V FPK-files decoding process. |
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#12 |
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Emperor
Join Date: Apr 2006
Posts: 1,064
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Sterkhov you are amazing!
Very nice!!! ![]() ![]() Any chance you could make a version that supports command line arguments so I could incorporate support for loading up all the texture atlases in the tech tree editor? Like the user can set a path to it or something? Or put it in the same directory? Credit obviously will be provided.
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Visual Tech Tree Editor - IndieStone D.U.C.K.S RELIGION mod - TUTORIAL: Unit Creation For Civ 5 - Civ 5 XML Deletion Mod Crash Fix Last edited by lemmy101; Nov 07, 2010 at 10:08 AM. |
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#13 | |
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Chieftain
Join Date: Oct 2010
Location: Russia
Posts: 11
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Quote:
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#14 |
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Emperor
Join Date: Apr 2006
Posts: 1,064
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aw well that's awesome of you
![]() I already had a nose at the code in reflector so source code won't be be necessary, but I didn't want to diminish the use of your tool by incorporating it into mine. Entirely up to you though, obviously. We'd stick a credit on the (soon to be in) splash screen or we can call it separately if you'd prefer, I'm cool either way. |
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#15 |
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King of Ungulates
Join Date: Aug 2006
Posts: 2,161
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Bump.
So is this tool meant to make the somehow run-length encoded DDS files readable? It doesn't work for me, anyways, it starts, finishes but doesn't unpack anything and doesn't display an error |
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#16 |
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Knight
Join Date: Aug 2005
Posts: 750
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you have to unpack the fpk files (in resource folder) first using fpk unpackers in nexus script browser.
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Modding:..Food Economy - Tradable Bonus Resources .... Resource Generator - Lua component .... Have Fun - Cheat Engine |
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#17 |
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Knight
Join Date: Aug 2005
Posts: 750
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The question is how to use the generated png files for modding? there is no way to reverse the filename.png to filename-index.dds and filename.dds after modifying the graphics.
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Modding:..Food Economy - Tradable Bonus Resources .... Resource Generator - Lua component .... Have Fun - Cheat Engine |
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#18 |
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Emperor
Join Date: Apr 2006
Posts: 1,064
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Civ reads in normal DDS files. Just export using the NVidia DDS exporter plugin for Photoshop / GIMP or whatever and you're good to go.
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#19 | |
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Knight
Join Date: Aug 2005
Posts: 750
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Quote:
If it works for you can you give me an example?
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Modding:..Food Economy - Tradable Bonus Resources .... Resource Generator - Lua component .... Have Fun - Cheat Engine |
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#20 |
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Emperor
Join Date: Apr 2006
Posts: 1,064
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We've added about 80 religion icons, several tech icons, unit icons, interface changes. Trust me it works.
![]() However, mod DDS files don't get loaded on-top of core ones, so you can't replace icons like you can UI files, you can only make new ones. So to change an existing icon, you'll need to modify the XML of the appropriate UI or IconAtlas to point to a new DDS file. As such making new yield icons is impossible since they are part of the fonticons which is currently defined in non-moddable xml, so you can't redirect to a new one. I'm sure a patch will sort this out. Though you could possibly add a new yield to the city screen etc by editing the XML / Lua to point to a new icon atlas, but you would never be able to reference that new yield in text (tooltips, top bar, etc) as other yields are since it's not part of the fonticons. Also, what format of DDS are you saving out as? I use DXT5 and it works fine.
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Visual Tech Tree Editor - IndieStone D.U.C.K.S RELIGION mod - TUTORIAL: Unit Creation For Civ 5 - Civ 5 XML Deletion Mod Crash Fix Last edited by lemmy101; Dec 09, 2010 at 03:02 AM. |
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