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> npm install hexcel -g
> hexcel <filename.ext>
If you want to manipulate PVR textures, the PhotoShop plugin from the Katana SDK is the only way to go. It's the only tool that supports every PVR format.kion said:Pvr textures: It would be nice to have a png conversion for these instead of having to export .dds files from Schthack's texture converter. It's pretty easy to unpack the pvr textures from their XVM packages, and read the headers on the pvr files, I just haven't found enough information on the body to try writing out the images.
Uh, the XVR textures in BB aren't PVR files; they're DDS files with a different header (because the Xbox used an nVidia GPU, Sega used an nVidia texture format for the game, as opposed to DC, which had a Power VR GPU, hence the use of PVR textures).kion said:Xvm: PSOBB uses a compressed version of the PVR format used in PSOv2. Luckily Schthack left the code for how to extract these in his released mapviewer source code, so there's something to go on there. Though since the textures technically can be exported and converted to png from there, this is more of a minor annoyance that would be nice to have, but not a high priority.
I highly disagree. It doesn't matter how many people are able to do something, as long as at least one person is capable of doing it and decides to spend the time necessary to do so. The reason people don't want to do it is that there are so few players these days that they figure it isn't worth their time to create a project for the sake of all five remaining players.Mylandra said:But when you gauge the amount of people with the technical skills to do any of this, it's all very pointless.