You can't use nexon's files in ps so we have to convert them first.
Can anyone tell me what the difference is between these two texture formats? I am currently writing a rapid overlay based camo mod production software, would be great if i could write a converter in the program.
The rapid camo would include a few camo presets, and a few effects to simulate shadows/light over the overlay.
You can't use nexon's files in ps so we have to convert them first.
Press it If I helped
I understand that correctly, i was more interested in the conversion process itself, i would like to feature it automatically in my program, and obviously someone already wrote a converter... so i guessed someone knows the exact difference between two formats.
Talk to BlackAngel, cept he's long gone
LilthTech is Uncompressed Which Means U Can Edit It Nexon Means It Compressed...So You Cant Edit
Dtx Convert Basically Un-Compresses it just like u have to decrypt an encrypted file to edit it...
Last edited by austen407; 07-17-2010 at 09:54 AM.
Last edited by austen407; 07-17-2010 at 10:04 AM.
Just think about it this way.
--LithTech is like a universal format
--Nexon is a format only used by Nexon because THEY have the codecs to edit it
meaning that, nobody has the type of program to touch their files without converting it.
It's like QuickTime vs Windows Media Player, you can't play certain files on windows media player, and you can't play certain files on Quicktime, because you need the codec.
That's where VLC Media Player comes in
Sure, but give it another thought... a converter was obviously made, and it has all the codes required to convert it... and i doubt the creator was a part of nexon's staff. Basically, if i can add a converter to my program the editing part is quite simply, an overlay and a basic simulated lighting, however, if i can't... i doubt anyone would wanna use a "rapid camo creator" that actually requires you to convert the file first, would anyone?
Ok, well... yeah maybe they can directly edit the files, but... that's not quite my point, let me try to explain it all a bit better:
I am trying to make this rapid camo mod software to help the newbs and whoever wants to create fast camo mods. The program would ask you for the texture file to modify, and the camo texture to use(would have a few presets if you don't wanna spend time searching the web for camo textures, and probably a mandelbrot fractal draw function in case you want to get some funny looking mods).
So, it would be really nice if i could somehow be able to develop a converter inside of my program, so the users can directly modify the nexon format instead of the lithtech standard one...
As for the functions, the mods wouldn't look all that great, it would be one(dynamically made transparent) camo texture + the light effect(rendered with direct x), possibly a bump map in the future versions. The biggest concern i have is the format, would anyone want to use my program if they had to convert every texture before modding? Probably not...
Then you're basically making a tool that cuts down a conversion because most of those camo modders do'nt put any effort into it
Do what you want, but in my opinion, it's gonna be a waste of time
some fags will be posting bullshit camo's from your 'program' if you make it