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TomBMX IPAK exporter 1.1 (export texture files)
#31
They're the same but they're just in a different order... I really don't see the problem
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#32
(12-23-2012, 20:39)JariZ Wrote: They're the same but they're just in a different order... I really don't see the problem

Because they're originally in that order and the tools to edit cube maps use that format. Plus if you convert back to IWI (the right way), the cube map will be fkd up.
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#33
The way I export the cube map is in the order the image data is in.

So it's logical for me to assume that it's in the correct order, I would have to go backwards through the buffer to export how 'you think' is correct.

Show me proof that it's in the wrong order and I'll change it until then I'm leaving it as it is.
[-] The following 1 user says Thank You to TwoPumpChump for this post:
  • JariZ
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#34
@kokole It's not like your tool is the perfect example, like everything it does is the 'right way', You can't even be sure if tom really is doing it the wrong way...
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#35
(12-23-2012, 21:04)TwoPumpChump Wrote: The way I export the cube map is in the order the image data is in.

So it's logical for me to assume that it's in the correct order, I would have to go backwards through the buffer to export how 'you think' is correct.

Show me proof that it's in the wrong order and I'll change it until then I'm leaving it as it is.

The code in black is the mipmap count calculation function:
[Image: fUplM.png]

If you analyze the code after it, you will get a very nice way to get the order of the mipmaps in the dds.
@JariZ the game does it Troll

@TwoPumpChump if you want I could give you the solution.
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