Re: aika online
Posted: Sat Sep 25, 2010 1:08 am
naxet, that's really nice work! I don't suppose you're ready to release the mod yet? :3
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JT33€ € ÿÿÿÿÿÿÿÿ UUUUÿÿÿÿÿÿÿÿ
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DDS |
DXT3 @ ÿÿÿÿÿÿÿÿ UUUUÿÿÿÿÿÿÿÿ
My program works correctly on the .jit files.Moreover, Karpati's 3D Object converter isn't working for the .jit files as it say's its suppose to.
Sorry for saying that then, I must be doing something wrong.Karpati wrote:My program works correctly on the .jit files.Moreover, Karpati's 3D Object converter isn't working for the .jit files as it say's its suppose to.
What program version are you running ?
-Open you .msh file (it will add the *.jit texture names to the material table automatically.Sorry for saying that then, I must be doing something wrong.
I'm using version 4.434, and I also have the "Use default texture subdirectory for textured view" option checked in tools -> options -> import.
It works, is there a way to reverse the process? (i.e bmp -> .jit) ?Karpati wrote:-Open you .msh file (it will add the *.jit texture names to the material table automatically.Sorry for saying that then, I must be doing something wrong.
I'm using version 4.434, and I also have the "Use default texture subdirectory for textured view" option checked in tools -> options -> import.
-Use Tools/'Export the material table's textures to .bmp files' function
Is there a nude patch for this game yet thats been released?naxet wrote:I love Aika online and extract textures from this game without editing the .jit files is possible, just capture them from Open GL , here´s a topless texture
By pencracker at 2010-09-24
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if (heapSize < 20000000) then
heapSize = 200000000 -- allow ~ 40 MB instead of just 7.5 MB. Prevents "Runtime Error: Out of scripter memory"
clearlistener()
fname = getOpenFileName \
caption:"Open Aika Texture File" \
types:"Aika Texture File(*.jit)|*.jit" \
f = fopen fname "rb"
h = getFilenameFile fname
fpath = (getFilenamePath fname)-- as string
pixel_array = #()
magic_num = readshort f
if magic_num == 21578 then(
readbyte f
dxt_id = readbyte f ----0x31=dxt1,0x33=dxt3,0x35=dxt5
tex_width = readlong f
tex_height = readlong f
--print "source file width=" tex_width
--print "source file height=" tex_height
pixel_count = tex_width * tex_height as integer
output_name = h +"_outport.dds"
if output_name != undefined then
print output_name
s = fopen output_name "wb"
writelong s 542327876 --magic word "DDS"
writelong s 124 -- always 124
writeshort s 1
writeshort s 8
writelong s tex_height
writelong s tex_width
writelong s 512----PitchOrLinearSize
writelong s 0----Depth
writelong s 0----MipMapCount
for i =1 to 11 do( -----write 11 reserverved long
writelong s 0
)----end of for i =1 to 11
writelong s 32 ----DDPIXELFORMAT
writelong s 4----Flags
if dxt_id == 0x31 do(
writelong s 827611204---DXT1
)----if dxt_id == 0x31
if dxt_id == 0x33 do(
writelong s 861165636---DXT3
)----if dxt_id == 0x33
if dxt_id == 0x35 do(
writelong s 894720068----DXT5
)----if dxt_id == 0x35
writelong s 0 ----RGBBitCount
writelong s 0 ---- RBitMask
writelong s 0 ----GBitMask
writelong s 0----BBitMask
writelong s 0 ----ABitMask
writelong s 0 ----Caps1
writelong s 0 ----Caps2
writelong s 0 ----reserved
writelong s 0 ----reserved
writelong s 0 ----reserved2
for i = 1 to (pixel_count/4) do(
pr = readbyte f #unsigned
pg = readbyte f #unsigned
pb = readbyte f #unsigned
pa = readbyte f #unsigned
writebyte s pr
writebyte s pg
writebyte s pb
writebyte s pa
--append pixel_array[pr,pg,pb,pa]
)----end of for i = 1 to pixet_count
)----end of if magic_num = 21578
fclose f
print "source closed"
fclose s
print "out closed"
fflush f
fflush s
--else
--messagebox "This is not Aika texture file"
--fclose f
Can I get a link to this jit to dds converter? xDlolzalolza123 wrote:Sorry to revive this thread. Has anyone looked into this? I've been trying to convert .dds files to .jit but have had no luck in figuring out how. I can only go .jit -> .dds cause of the converter program provided by this forum.