maxxwyndham / breckfest Goto Github PK
View Code? Open in Web Editor NEWA drag'n'drop image converter for Wreckfest
A drag'n'drop image converter for Wreckfest
The official tooling uses TGA, so exporting to TGA would be beneficial
For example with Wreckfest\data\art\levels\fields\textures\bb_logo_n.bmap
So, ATI2 does not support by this tool?
When entering in the following code to decompress a folder of .bmap files, I run into this issue. It seems to be skipping specular files and having issues with some of the normal. This happens with -dds and -png.
-tga throws an unknown argument
-norename argument appends to the file names still, I don't believe it should add .dxt1 or the other versions of dxt.
.pckd unpacking is now done due to BugBear encrypting these with an algorithm that we can't seem to crack and .png is now part of build_asset.bat.
Now we're generating 16k textures, it would probably make sense to create mipmaps at lower levels!
Certain shaders in Wreckfest expect a path relative to data (for instance data/art/textures/prop_snake_inflatable_n.tga
), without this path the texture is rendered pink in game.
Breckfest drops the path entirely!
my anti-virus protection is blocking this and telling me it's a virus
Trying to decompress a .scne is throwing this error. First time seeing it, but I am assuming this is due to the size of the .scne file which is 48MB. Any thoughts on why this might be happening would be appreciated. Thanks!
D:\SteamGames\steamapps\common\Wreckfest\tools>breckfest.exe -dump stabbybrain.scne
Breckfest v1.6.0
Loading : stabbybrain.scne
Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at breckFest.LZ4Decompress.Read(Byte[] buffer, Int32 index, Int32 count)
at breckFest.Raw.Load(String path, Boolean dump)
at breckFest.Program.processFile(String path)
at breckFest.Program.Main(String[] args)
BC5U normalmaps are now a thing, support them
I drag this dirt_n.bmap file onto Breckfest and it populates the following message before closing out.
This seems to happen with every _n (normal) file I try to drag-n-drop onto it.
dirt_n.zip
Hello! I see back in version 1.1.0 you increased the maximum version size to 8192x8192. Would it be possible to increase the image size again up to 16384x16384? I was looking through your source but did not find a solid variable anywhere to easily make this change. Thanks in advance, or if you can let me know where to look to make this change, I'll happily do so.
When dragging and dropping a file onto breckfest, the output of what you out in is flipped. Because of this, anything you save from a cars UV template must be flipped vertically before being saved.
Output in game if saved without flipping UVMap template and then loaded in game.
Output in game when flipped vertically in photoshop prior to saving.
Sometimes, not always, breckfest creates a corrupted mess when pngs are converted. If I take the png file created by paint.net, open it in MSPaint, then save it again without making any changes, breckfest will happily convert them 100% of the time. MSPaint strips out transparency, so I assume this is where the issue lies.
The first image is one that Breckfest corrupts for me.
The second image is what the corrupted file looks like if you run the bmap back through breckfest.
As the number of commandline options increases, it might make sense to support environment settings from a file, similar to crush settings in CrushIt.
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