Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Header Renamer? (quickbms)
-
- Moderator
- Posts: 719
- Joined: Mon Jul 05, 2010 8:55 pm
- Has thanked: 20 times
- Been thanked: 496 times
Re: Header Renamer? (quickbms)
What game? what platform?
Also, Quickbms can do this, but it might take a few lines. Probably better to do it in C/C++ (would take very few lines of code).
Cheers.
Also, Quickbms can do this, but it might take a few lines. Probably better to do it in C/C++ (would take very few lines of code).
Cheers.
Click the thanks button if I helped!
-
- VIP member
- Posts: 1330
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2710 times
- Been thanked: 884 times
Re: Header Renamer? (quickbms)
i'm working on a simple bms script but i need to see a sample to know exactly what the header is in binarystipo360 wrote:So i'm trying to cook up a quickbms / or (some other type of script) that could take my textures header ".XETU" and spit out the file 100% unmodified except i need the header replaced with ".XETV"
i got the XETU to XETV working, i just need to know what that dot is
the double zero is a place holder until i can see a sample
Code: Select all
idstring "\x00XETU" #".XETU"
get NAME filename
set MEMORY_FILE binary "\x00\x58\x45\x54\x56" #".XETV"
log NAME 0 0x5 MEMORY_FILE
append
get SIZE asize
math OFFSET = 0x5
math SIZE - OFFSET
log NAME OFFSET SIZE
-
- VIP member
- Posts: 1330
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2710 times
- Been thanked: 884 times
Re: Header Renamer? (quickbms)
if you have a Noesis script to open these textures i could just modify the type checking in it to accept them, so no need for bms script herestipo360 wrote:...the reason it needs to be set to "V" is because noesis and other texture viewers are only setup to read ".XETV"
i don't understand, idstring is just a type check so you don't mistakenly modify the wrong files and basename doesn't grab the extensionI replaced idstring "\x00XETU" with get NAME basename because i have multiple texture headers i need spat out in .XETV,
-
- VIP member
- Posts: 1330
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2710 times
- Been thanked: 884 times
Re: Header Renamer? (quickbms)
try this, didn't have any of your samples to test it on
it'd be alot easier if you could just link to the Noesis script you mentioned earlier,
then i could just modify the type checking to support however many versions you have.
edit
never mind, it looks like that plugin is compiled into noesis.dll and there is no source
if you upload some unaltered texture samples i will make a python script that can be extended.
Code: Select all
get MAGIC long
get VERSION byte
if VERSION == 0x55 #".XETU"
get NAME filename
set MEMORY_FILE binary "\x00\x58\x45\x54\x56" #".XETV"
log NAME 0 0x5 MEMORY_FILE
append
get SIZE asize
math OFFSET = 0x5
math SIZE - OFFSET
log NAME OFFSET SIZE
elif VERSION == 0x48 #".XETH"
get NAME filename
set MEMORY_FILE binary "\x00\x58\x45\x54\x56" #".XETV"
log NAME 0 0x5 MEMORY_FILE
append
get SIZE asize
math OFFSET = 0x5
math SIZE - OFFSET
log NAME OFFSET SIZE
elif VERSION == 0x40 #".XET@"
get NAME filename
set MEMORY_FILE binary "\x00\x58\x45\x54\x56" #".XETV"
log NAME 0 0x5 MEMORY_FILE
append
get SIZE asize
math OFFSET = 0x5
math SIZE - OFFSET
log NAME OFFSET SIZE
else
get NAME filename
print "%NAME% is version:%VERSION% which is not supported yet!"
endif
then i could just modify the type checking to support however many versions you have.
edit
never mind, it looks like that plugin is compiled into noesis.dll and there is no source
if you upload some unaltered texture samples i will make a python script that can be extended.