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License: MIT License
Borderlands 2 skin generator that aims to create textures from [already extracted] in-game files.
License: MIT License
Function can likely be optimized as int() converts to a python int, which is sorta inefficient when the function gets called like 4 000 000 times per image.
Mechromancer Files are not named "MechroBody", but "MechromancerBody", unconfirmed for Psycho, Soldier, Mercenary.
Siren and Assassin follow naming scheme.
Instructions are not in the right chronological order / spread out into different sections ๐ฎ
When trying to generate a skin from the extracted files, the generator always throws the following error:
C:\BL2-Ext>skingen -in CD_Assassin_Skin_AsPower_SF -o C:\bl2conv
INFO | run : Input directory: C:\BL2-Ext\CD_Assassin_Skin_AsPower_SF
INFO | run : Output directory: C:\bl2conv
INFO | run : Seeking for props files...
INFO | run : Parsing props files and getting textures...
CRITICAL | _parse_props_files : Error parsing Unreal Notation file: Index-less list key at around 3933
Game files were extracted with up to date UModel (downloaded as of may-16), running Python 3.8.10 x64 and generator version 1.3.0.
Tried other versions for both the generator and Python, also other settings when exporting, nothing worked. Specifying other skins changes the number at the end of the error.
Script that runs all of the compilations scripts so they do not have to be run one by one
No idea if that will be possible without deeply disassembling models or game files, will have to see.
Might wanna fix that
Other build scripts have it specified...
If an image is placed way before the target array in imaging/apply_decal.insert_array, it will cause a range going from 0 to a negative value, which may cause a c level crash
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