your dcx samples are very different from the ones posted before, they are missing the header
but they do look compressed and each likely contains data for only a single texture judging by
the file size and file name.
my script never had support for the chrtpfbdt and chrtpfbhd pairs included in your samples,
i could probably make a script for that too though.
Thanks, a script for those chrtpfbdt files would be much apreciated, also,if you don´t mind, i would like to ask you about the textures from this game,
I extracted some textures that are in DDS format, i can open and edit it using photoshop with Intel DDS plugin, but i can´t find a way to save it back and reuse ingame.
these textures seems to be in DXT5 or DXT1 format in BC3 compression with 32Bpp,and have a DX10 header.
I tried to save it with NVIDIA Photoshop plugin , and Intel plugin too but there´s no option for such specifications.
Intel plugin has an option for save as DX10 textures but only with 8bpp,but by saving like that don´t work in the game, it causes graphical glitches or even crash the game.
So i would like to ask,do you know of any plugin or tool that alows to save DDS textures with DX10 header, in BC3 compression with 32bpp? I also tested gimp DDS plugin, Noesis and Nvidia texture tool, but so far i had no luck.
I uploaded 2 textures samples, a normal map and a cubemap, if you interested in take a look.http://www.mediafire.com/file/6qa965hb3 ... s.rar/file
There's no such files on game. Your samples are not from Remastered, probably are from Prepare to Die Edition, which is not the subject of this thread.
And why i would bring samples from an older version of the game,LOL? Just because you couldn´t find them ,doesn´t mean those files aren´t there, mate.
Besides one can easily extract any file from Prepare to die using Binder tool and Gibbed´s toolset. Or, even better,could use DSModt to directly mod that game.
Anyways , "chrtpfbdt" files are inside the "chr" folder in main directory of the game ,their pairs "chrtpfbhd" files are inside "chrbnd.dcx" files, you need to extract them to reach it, headerless DCX files containing compressed texture data, are scattered there too.