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eyelashes for MEUITM for texplorer

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eyelashes for MEUITM for texplorer

Postby Deager » 26 Aug 2015, 02:23

OK, I might have the solution for eyelashes for texplorer using rev718 with MEUITM but I want to double check things with those who may know for sure.

I never could get a tpf to work with TPF/DDS tools because at the exact same hash, or whatever it's called, there are some files which want a 10 mip image and some which want a 1 mip image. The way I got around this was to change the 1 mip image, hmf_hed_prolash_opac_m01 (average), within texplorer and do a replace with a 512 X 512 image which had 1 mip at offset 24. Then, the only way I could get hmf_hed_prolash_opac_m02 (custom) to get replaced with a 10 mip image was by Add Bugger Image and replaced the 256 X 256 with the 10 mip one which really is 512 X 512. Note: I may have my "mips" reversed so I'll have to confirm that before I write instructions.

It seems to work, at least everything looks fine on my initial tests. But, am I going to run into problems later or is there some other method I should be using? If this works, I'd like to release it to the public since ELE08 was fine with the original release and I would like to offer a texplorer version instead of just texmod.
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Re: eyelashes for MEUITM for texplorer

Postby KFreon » 26 Aug 2015, 07:00

So the problem was that TPFTools lumped 2 textures together that were different cos they had the same hash? That's troubling...
That aside though, your method sounds alright.
If your skimping on mips though, I dunno what'll happen. The game'll just show blackness, but the toolset might freak out a little (when reading or converting or something that probably isn't possible...)

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Re: eyelashes for MEUITM for texplorer

Postby Deager » 26 Aug 2015, 12:11

It's pretty weird but maybe I'll put the vanilla game back in for ME1,scan,and see how it responds. Also good to know what I did should work. Thanks.
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