Comments (12)
sorry for my bad english...
from uabe.
There will be some fixes for it but there still might be some bugs.
from uabe.
Looks like new unity version uses DXT4 format sometimes. I made raw dump and imported them in PVRTexTool using raw wrapper. Got perfect result.
from uabe.
They added DXT1Crunched and DXT5Crunched (using https://github.com/richgel999/crunch ), there isn't anything about DXT4 in the enums though.
from uabe.
You are right. I don't see DXT4 in enums.
from uabe.
thank for you guys help.
from uabe.
@0x900x90
raw wrapper need some arguments "Header" , i dont know what to type...
help me pls.
from uabe.
Please, upload your assets file and write file name inside it, which you can't to extract properly. Use zippyshare.com for example.
from uabe.
@DerPopo
Tried to export file from assets of version 5.2.1p1. Used raw and dump. Got this 2 files. Raw file is OK, but dump is incomplete. When i try to use plugin, getting png with wrong colors. Is that the same problem?
http://www46.zippyshare.com/v/M4wQKVud/file.html
I can import exported raw file to PVRTexTool as ARGB4444. Result is fine.
P.S. Looks like the problem is in this string
0 int m_ImageCount = 256
from uabe.
The Texture2D type has changed, the new one will be supported in the next release.
from uabe.
In 1.8 version the problem with colors still exists. It's not critical for me. But if you want to fix it, check this function convertToRGBA32 in this class.
from uabe.
The 16bit texture format problems were caused by different endianess used by Unity between 16 and 24/32bit formats (might be caused by some standards) but now I should have all fixed for the next release.
UABE, in contrast to (most?) other Unity tools, converts the raw texture data so it always has RGBA32 which .tga and .png can handle. Other tools normally use the raw texture data and put them into a matching container format.
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