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This repository has been archived by the owner on Jan 3, 2024. It is now read-only.

Releases: Scobalula/GameImageUtil

BC5 XY Mode Fix

24 Jun 12:19
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  • Fixed XY Normal Map (BC5 Grey/Yellow w/ No Alpha) (Modern Games/Global) writing an image with no name to the same path as the exe

DLL Errors + NOG/CS Checks

22 Jun 08:07
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  • Fixed DLL errors due probing privatePath="dir" not working once outside of the Release/Debug folder, an assembly resolver is now used
  • Fixed NOG/Fused CS checking for directory names, this was an optional check that should have been disabled and caused images outside of modern_warfare_4/infinite_warfare folders to fail

GameImageUtil

21 Jun 19:35
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A new and improved version of CoDImageUtil, now with planned extensions to other games

Some improvements from CoDImageUtil:

  • Implemented official Z computation of MW/IW normal maps, the conversion is now 100% official
  • Implemented official separation of Specular/Albedo for MW/IW/WW2
  • Implemented C# Scripting support, note this is undocumented and provided for those who know what they are doing, also keep in mind the provided classes only support C# 5.0 and there are no plans to implement Roslyn, etc. for newer language support. All modes are ported to this and can be freely edited
  • Implemented manual thread count, so that you can lower or increase thread counts to lower CPU/Memory usage, etc.
  • Separated CoD Specific conversions that require all channel splitting into their own modes

More to come, including re implementing txt file support with more info from materials such as techset names, etc. to improve conversion

Experimental IW/MW2019 Normal Map Fix, Cast Processor, Merge RGB/A

22 Mar 22:01
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  • Added experimental fix for IW/MW2019 normal maps, good results across models, but keep in mind the conversion was derived from examining normal maps in Bo3/Ghosts that were loaded in MW, so probably not correct, but produces good results
  • Added Merge RGB/A (image + _alpha)
  • Added a Cast Processor, a requested feature made for people working with Apex Legends' assets, but will work for any cast files that contain the necessary data. It copies and renames the images for each material to their own folder with the name of the material + the name of the image slot to match the behavior of Porter's cast plugin (the name it applies to the image nodes in Maya). Note you need to export the models in Legion as "Cast" to use this with Apex Legends.
  • Image output format is now saved across sessions, another feature request

Enjoy!

Initial Release

22 Nov 12:39
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Initial Release