The online racing simulator
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Aerogyry
S3 licensed
Quote from JI1nk :My skin)))

skin have .jpg format
.dds - other file, not for skins
sinanju
S3 licensed
Quote from CZE :I think i have it form some Hi-Res DDS pack what i download on this forum.What you mean by Proper Dimension?
(my image size AC_uni_sing is 500x256)

This sign is used in AU1 AutoX in front of one of the large buildings.

The original sign (University of Kent) is 256x256 then extended in game to fit a space 512x256.

If you had the same sign as me (hospital sign), then it is mis-sized 512x256.

I've included both the original and the custom texture signs with correct dimensions - see attached.

To use, just unzip and add the texture you want to use into your LFS/Data/DDS folder
CZE
S3 licensed
I think i have it form some Hi-Res DDS pack what i download on this forum.What you mean by Proper Dimension?
(my image size AC_uni_sing is 500x256)
LFS Reworked 2014 (Pack) - v0.1 10-28
peterjbruins
S3 licensed
I have been searching for the best textures and mods (that are allowed) available for LFS, and made this pack of it. This is a very early version, so expect some missing/outdated files. I'll add much more to the pack later.
It took me quite a lot of hours to rename all the DDS files to the current names that LFS recognises, because appearantly the DDS files were named [name]ATEST.DDS a while ago, and now it's [name]_ALP.DDS...


This pack includes:
Spoiler - click to reveal
  • Cars
    • FX by smove
    • XR by Lowris
    • UF by spenter
    • XF by spenter
    • LX by spenter
    • LX seats by Dudles
    • LX exhaust by teaz-R
    • RA by smove
    • FZ by spenter
    • FO by unseen
    • FB by DANIEL-CRO
    • RB by bmwe30m3
  • Sounds
    • Skid sounds by darkone, SSrv2Full, and another unknown author (repack by THE WIZARD DK)
    • Horns by PioneerLv
    • Engine sounds by unknown authors
  • Tracks
    • Trees by lfsrm
    • Tyres and sidewalls by CycloNe88
    • Kyoto by shimon-ifraimov & JOS[NL]
    • Advertisements by an unknown author
    • Blackwood by rockclan
    • Skies by saroman
    • Aston by shimon-ifraimov
  • Other
    • Cromo wheel by Jamesisinthehouse12 and Nacim
    • MoMo wheel by Boris Lozac
    • Reflections by yamakawa
    • Custom views by peterjbruins
    • Suits by felplacerad & Tonix
    • Setups by peterjbruins & unknown authors



I'd like to hear opinions and suggestions for the next release!
Here's a list of what features I planned to add later:
Spoiler - click to reveal
  • Automatic installer with options to disable specific parts of the pack
  • Skins
  • More track textures
  • Some LFS scripts. Like a menu where you can choose between diffrent key bindings (like drift mode, race mode, cruise mode...) (please give me your opinion about this, because I could make this but it would be quite a lot of work)
  • Sirens, (auto-off) turn signals installer, other Insim/outgage-based programs
  • Much more?




Download v0.1 from mega.co.nz
Instructions: Unzip the files into your LFS directory and overwrite all existing files!
Last edited by peterjbruins, .
Draggo
S3 licensed
rename this custom dds to s_window_ALP.dds

Quote from Live for Speed, version 0.6G :Graphics (visual improvement of transparent objects) :

Improved edges of transparent objects like trees and railings
Re-exported all transparent textures to improve image quality
Texture names ending ATEST / ALPHA / ALP24 all now end _ALP
If you do not install new textures, old ones will be converted

LFS Viewer reloads .dds files.
McGherkin
S3 licensed
At the moment I have LFS CMX Viewer installed alongside my lfs install, i.e. in the LFS folder, and am customising some of the dds textures for the cars (specifically the dash)

At the moment, I have to close and reopen LFS viewer every time I want to check a change.

Is it possible (pretty please!) to have the reload button in the viewer reload the DDS textures as well as the skin?

Thanks
McG
Jamie.
Demo licensed
My attempt on the McLaren 2014 F1 car, the MP4-29. I included a car with 22 (Button) and 20 (Magnussen) and they're already .DDS so you only have to paste it in your folder. Hope you'll enjoy it!


http://www.mediafire.com/download/2lkwn9btvteaoia
Inouva
S2 licensed
Quote from Scawen :Test Patch 0.6F10

Contains a new LFSORDLL.dll which uses the latest Oculus SDK 0.4.2
To use that you must update your Oculus runtime to 0.4.2
https://www.lfs.net/forum/thread/86202

For anyone who already downloaded a patch with textures, you don't need the entire TEX version again. You can use the smaller test patch and just download these two updated textures and save them in your data\dds folder:
http://www.lfs.net/file_lfs.php?name=AST_trees_dds.zip

i downloaded only the textures and put in the dds folder, still got that problem with the texture
Scawen
Developer
Test Patch 0.6F10

Contains a new LFSORDLL.dll which uses the latest Oculus SDK 0.4.2
To use that you must update your Oculus runtime to 0.4.2
https://www.lfs.net/forum/thread/86202

For anyone who already downloaded a patch with textures, you don't need the entire TEX version again. You can use the smaller test patch and just download these two updated textures and save them in your data\dds folder:
http://www.lfs.net/file_lfs.php?name=AST_trees_dds.zip
Lynce
S2 licensed
Quote from wildstyle :Looking good, Lynce.

Thanks. That is the minimal point. Hehehehe.

Quote from Danas :Nice textures as always. Lynce have you tried anything with the updated tree textures or treelines?

Hi Danas. How are you?

Just for the Fern bay textures in 2012. I think I can do better things but not sure at all. When I was working on the RP 2012(Fern Bay) I suspected it is possible to improve it a little bit more. But, at this moment, I believe i am talking a lot. It is better to talk when I making some tests. Perhaps in future works...

Anyway I can tell to the community this is my favourite hobby and, if I can, I want to improve everything in Live for Speed. Even I was thinking in the realistic "night mod" for South City but that work takes perhaps 12 months of hard work. (Fern bay took 10 months).


Quote from nacim :
Quote from Danas :Nice textures as always. Lynce have you tried anything with the updated tree textures or treelines?

It's a good question. My point of view is that he should wait utill the patch is official, because we don't know if the textures are going to change in the next test patches. It's better for him to finish is wonderful tyres textures, and then see what can be next to update.

Thanks. You are right in this point. I mean I work hard on the tyres.

I can work better than in 2009. Please, let me explain it better.

I have discovered a new technique to save files (without alpha) in higher resolution and make better tire textures because I can work the light from scratch. Another good new is in the previous work (from 2009) the sidewalls has a different colour in some illuminations, now everything goes to have the same colour. There is no bug at this moment. Believe me if that error chased me all those years. The secret is the line inside the Tyre.dds file on the top.
So, the tyre textures will take alot of time because I'm a absolute perfectionist and I want to make the most realistic tyre texture as possible. Even sidewalls.

Thanks for the comments to all, as always.

Note: Criticisms and flames are welcome too. Even Flame_CZEs Hehehehe.
Scawen
Developer
Quote from Flame CZE :Is it normal that those textures of seats and spectators have aliased edges? They seem to be at Blackwood, Kyoto Ring, Fern Bay and Aston.

Tested with the F9_TEX patch.

Yes, they have not changed since the older versions. We can't simply change them from alpha test to alpha as there are serious sorting problems with seats and people if we do that. I need to write something that gives us control over the drawing order of triangles within an object, then we'll be able to do better grandstands in later releases of tracks.

Quote from THE WIZARD DK :@scawen. i just noticed im still having the ATEST old files in my folder. these are just to be deleted right?

Yes. When you first run LFS, if it can't find the _ALP version of an ALPHA / ATEST / ALP24 texture, it creates a new copy of one of those, named _ALP. This auto-copying allows LFS to continue to use custom textures and doesn't require the already correctly named textures I supplied in the patch. But it doesn't delete the old version of the textures. This is to allow the possibility of rolling back to an old version of LFS.

When you are sure you will not roll back, you can delete any files ending ALPHA.dds / ATEST.dds / ALP24.dds

Thanks for your observations of the textures at Fern Bay. But Eric doesn't want to get involved with Fern Bay now as he is still working on Westhill. He just wants to do a big overhaul of Fern Bay at some time.
Scawen
Developer
Quote from Flame CZE :Hay bales also seem to have some alpha problems.

For that one I recommend the new texture, attached to this post.

Most probably the auto-converted ones from texture packs will not work, and the auto-converted one from the original LFS textures will not work.

It is included in the TEX (with textures) versions of the patch.

For anyone who doesn't know, the dds file (from within this zip file) goes in your data\dds folder but you don't need it if you installed the patch with textures.
Last edited by Scawen, .
Matrixi
S3 licensed
PSA: If anyone else is having problems with custom high-res textures not working anymore, they're propably saved using a wrong size.

This was happening with the RB4 textures I had downloaded, tried different .dds settings and enabling/disabling alpha layers but nothing worked, then I noticed the texture was actually 2000x2000 instead of 2048x2048. Re-sized, re-saved and it works again.



Patch itself seems to be working great, no anomalies yet atleast. I still recommend using a 2560x1440 custom resolution for supersampling, with this new update it makes alpha layer textures look even better on the Rift!
Scawen
Developer
The old version, before 0.6F7, did a conversion on loading each texture that was in the wrong format, into the right format, every time it loaded. There was no "converting" message, because DirectX did it invisibly. The new version will save it out again in the correct format if needed, so there is no conversion the next time it loads.

The converting message you saw with skins converting jpg to dds is not related in any way to this.

This new system doesn't result in 0.1 second load time improvements. For people with many wrong textures this could result in several seconds faster load times. Even with default LFS textures there was an improvement.

Not all the dds texture are DXT3. The non-transparent textures in LFS use DXT1 because it uses half the memory of DXT3.

But as Daniel said, it's better not to use his tool now because LFS will use the correct format. Daniel's tool no longer chooses the correct format in all cases, now that I changed the format of the ATEST files. In F9 you will see that there are no more textures with name ending ATEST and ALPHA because they will now be named _ALP and their alpha rendering type is specified in our editor rather than by the file name ending.

By the way, LFS does file renaming so people with custom texture packs will still be able to see their custom textures even with the new file name style.
Tomislav531
S3 licensed
No i didnt i have all original files except helmet and my skins.
Even dds files are original.
I drove formula v8 and it just kicked me.
Scawen
Developer
Quote from duke_toaster :Thinking aloud: Would it be possible to have them with the car vertical axis on car based views, and with the world in TV camera and Shift+U?

Could be... good thoughts...

Thinking further I think I could use, for that "vertical" reference, the up axis of whatever is your frame of reference before applying the additional rotation from the rift. So it would be as you say when you are in a driving view. In SHIFT+U mode it's as if you are in a sort of carriage (with position and orientation) that you control with the mouse, and with a Rift you can look in any direction relative to that carriage. In helicopter mode that 'up' axis would be forward relative to a car you are following. I think this makes sense, solves all in one go. Will try it.

Quote from duke_toaster :That figures - I was just confused about if it was supposed to announce that it's resaving the textures or not. That it is supposed to announce that it is is not a problem.

At least for the test patch I thought it would be helpful and informative. Might remove it for the official patch as people who do want to know could just have a look for fresh files in their dds folder.
Hi-res texture packs
Flame CZE
S3 licensed
Moderator
For those owning a Rift and wanting to enhance their LFS looks a bit, here are links to a couple of decent texture packs for LFS.

Since normal users can't register at the OR forums, I hope some people notice it here as well.

Make sure to back up all original files.

LFS Database Hi-Res Pack
All-round texture pack - tracks, car interiors, skins, suits, menus etc.
Download (full) | Download (demo)
Extract files to LFS/data.

Higher-Res Track Textures Volume I - by Electrik Kar
This pack covers the Aston, Blackwood, Kyoto and Westhill tracks.
Download (full) | Download (demo)
Extract files to LFS/data/dds.

The Revolution Pack December 20th,2012
Better textures of the Fern Bay track.
Download
Extract files to LFS/data/dds.

I hope it helps.
Bmxtwins
S3 licensed
Thanks, my AS dds now take <1 second rather than the previous 30 seconds
Matrixi
S3 licensed
Quote from PMD9409 :Personally, I've seen plenty of people willing to share setups who do leagues, but they don't send exactly what they race. Instead they send something that is a bit more of a base setup. Something that the individual can adjust to their preference. I don't see the issue with that.

That sounds good! I'd still prefer a more open policy (not enforced) but hey, atleast that's a compromise that works.

Quote from PMD9409 :Should we expect people to willingly share their skins as well? I hope not.

I thought about the whole private/team skins thing before and I can kinda see your angle regarding private setups from that standpoint. I've created a few team skins throughout the years and it did hurt a bit to see them being ripped from the DDS folder and used by non-members. Atleast those people were easy to identify and ban if they didn't listen to reason, stolen setups can't be identified that easily.

A car setup doesn't have a teams name and website plastered all over it either, so they don't compare in that regard.

Quote from PMD9409 :If it is a racing simulator, then you should be simulated real racing, where the access to everyone's setups aren't exactly possible.

Setupfield doesn't affect hotlapping or league racing in the slightest, unless someone was posting their WR setups. Some of the setups could be competitive, but those people posted their setups on their own, which isn't an issue anyone has.

That's the thing, setup theft will be possible, now and always. It can be made more difficult for the hackers with barriers and tricks, but eventually they will get through. That's the nature of programs running on computers.

I completely disagree about Setupfield though. Downloading sets from there in the 05-06 days when I was hotlapping like mad helped a ton. The sets at Setupfield were pretty fresh WR sets, which I then improved and learned all about setups in general. Have people stopped uploading actually used WR sets since then?
dekojester
S3 licensed
Moderator
Skinpack updated with all skins submitted. The skins are jpg, so extract to your data/skins folder - if you are using full skins, LFS will use those. If you're using compressed, it'll convert them into DDS first then start the game.
JackCY
S2 licensed
Quote from Bean0 :If you right click the .exe and choose 'open archive' you can see all the files it contains. You may or may not require 7zip to be able to do this

Tried but it's not ZIP nor RAR, don't have 7zip here now.

Quote from Flame CZE :The only updated files should be the LFS.exe and language text files, nothing else.

If only but because they rarely are I prefer to do manual path with as you wrote:
Quote :LFS_PATCH_Z25_TO_6F_setup.exe

First thing I notice is messed up car selection. Textures would take more time to notice.

Quote :The best way in my opinion is to run the auto-updater from in-game. Then it just updates the necessary files from 6E to 6F. No need to manually download and run anything. I'm actually not sure why they don't offer a download link for a 6E to 6F patch as well.

Me neither. I removed the restarter some long time ago and made a copy before manual patch. So I can safely roll back what is needed when I know what to copy back. I would not say it's 100% safe that the autoupdate won't overwrite other things as well.

---

Yep 7zip will extract it now, it seems to have turned to some extract any exe thingy.

data\dds\AX_ARROWS.dds
data\dds\AX_BARRIERS.dds
data\dds\AX_CHALKALPHA.dds
data\dds\AX_TYRES.dds
data\pic\AX_ADS1.jpg
data\pic\LFSFLAGS.raw
data\pic\x_CARS.jpg

Don't care about rest of the files I think, mostly language files and other things.
Flame CZE
S3 licensed
Moderator
Quote from JackCY :Can you please list what files get overwritten when applying the 0.6F update?
Once again other files, like graphics got overwritten because the installer is not a ZIP but an executable And overwrites custom files.
The list of files updated seems to only blink during installation and is gone, don't want to mess with tracking it again or something. Glad I made a backup because this has become a stable issue with the updates.

The only updated files should be the LFS.exe and language text files, nothing else. It seems like you downloaded LFS_PATCH_Z25_TO_6F_setup.exe, which might have updated some textures. I couldn't find out which files it overwrote either. Edit - beaten by Bean0 - it overwrites four AX_ dds files and autocross ads (talking about textures only).

The best way in my opinion is to run the auto-updater from in-game. Then it just updates the necessary files from 6E to 6F. No need to manually download and run anything. I'm actually not sure why they don't offer a download link for a 6E to 6F patch as well.
Ebbu94
S3 licensed
EDIT: FOR EVERYONE READING, THIS BUG WAS FIXED IN V3!

I think I'm having similar issues to Vitaly, all textures report
-> converted

and all .dds files are loaded into LFS (no ingame errors).

But this happens:

http://i.imgur.com/RyLqFA9.jpg

I tried doing it a couple of times but the result is the same.

Running LFS0.6E on a 64bit Windows 7 Ultimate system.
Last edited by Ebbu94, . Reason : The bug addressed here was fixed
vitaly_m
S3 licensed
Goes as usual:


data\dds\JA_Roof1.dds -> converted
data\dds\JA_RALLYXcurbs1.dds -> converted
data\dds\JA_rox1.dds -> converted
data\dds\JA_runoff1.dds -> converted
data\dds\JA_RXroad2.dds -> converted
data\dds\JA_RXroadmix.dds -> converted
data\dds\JA_RX_dirt1.dds -> converted
data\dds\JA_wallz2.dds -> converted
data\dds\JA_roadxtras.dds -> converted
data\dds\K8_exhaust1.dds -> converted
data\dds\K8_pads.dds -> converted
data\dds\JA_wallz3.dds -> converted
data\dds\keepleft.dds -> converted
data\dds\JA_wallz3ATEST.dds -> converted
data\dds\KYOframeATEST.dds -> converted
data\dds\JA_BGALP24.dds -> converted
data\dds\KYOtrees2ATEST.dds -> converted
data\dds\KYOpalmATEST.dds -> converted
data\dds\LEAF0ATEST.dds -> converted
data\dds\LEAF1ATEST.dds -> converted
data\dds\LEAF2ATEST.dds -> converted
data\dds\Leather3.dds -> converted
data\dds\LEAF3ATEST.dds -> converted
data\dds\Leather3_join.dds -> converted
data\dds\Leather3_stitch.dds -> converted
data\dds\LIGHTALPHA.dds -> converted
data\dds\licenseplates.dds -> converted
data\dds\LOGOALPHA.dds -> converted
data\dds\linezALPHA.dds -> converted
data\dds\logos2.dds -> converted
data\dds\linesALPHA.dds -> converted
data\dds\logos3.dds -> converted
data\dds\LX_GrillATEST.dds -> converted
data\dds\lorry2.dds -> converted
data\dds\Loo1.dds -> converted
data\dds\KYOtrees1ATEST.dds -> converted
data\dds\LX_Seat.dds -> converted
data\dds\markerpole.dds -> converted
data\dds\LX_Radiator.dds -> converted
data\dds\marquee.dds -> converted
data\dds\matt1.dds -> converted
data\dds\Metal2.dds -> converted
data\dds\marquee2.dds -> converted
data\dds\metal9.dds -> converted
data\dds\NDLCTRALPHA.dds -> converted
data\dds\LX_interior1.dds -> converted
data\dds\ofwind1ALPHA.dds -> converted
data\dds\Net_1ATEST.dds -> converted
data\dds\LX_interior2.dds -> converted
data\dds\Old_Tyres1.dds -> converted
data\dds\padsz.dds -> converted
data\dds\Old_Tyrestack.dds -> converted
data\dds\palmtrunk.dds -> converted
data\dds\petrlpump1.dds -> converted
data\dds\MRT.dds -> converted
data\dds\pillars1ATEST.dds -> converted
data\dds\pitlight.dds -> converted
data\dds\palmtop1ATEST.dds -> converted
data\dds\palmtop2ATEST.dds -> converted
data\dds\PIT_GFX1_BW.dds -> converted
data\dds\PIT_GFX1_SC.dds -> converted
data\dds\polelineALPHA.dds -> converted
data\dds\polystyrene1.dds -> converted
data\dds\pressed_met.dds -> converted
data\dds\Plight1ALPHA.dds -> converted
data\dds\presswinALPHA.dds -> converted
data\dds\pylon2ALPHA.dds -> converted
data\dds\RACELINEALPHA.dds -> converted
data\dds\railingATEST.dds -> converted
data\dds\pylon2ATEST.dds -> converted
data\dds\RALYconcrete3.dds -> converted
data\dds\RALY_Arrows.dds -> converted
data\dds\RALYarmco.dds -> converted
data\dds\RALY_mwaysign.dds -> converted
data\dds\RALY_pitdor.dds -> converted
data\dds\RALY_pole1.dds -> converted
data\dds\RALY_pole1ATEST.dds -> converted
data\dds\RALY_sp.dds -> converted
data\dds\RALY_umbr.dds -> converted
data\dds\RALY_spATEST.dds -> converted
data\dds\RALY_umbrATEST.dds -> converted
data\dds\RA_Grill.dds -> converted
data\dds\RA_GrillATEST.dds -> converted
data\dds\RA_DashALPHA.dds -> converted
data\dds\RA_seat1.dds -> converted
data\dds\RA_Texture.dds -> converted
data\dds\RA_Parts.dds -> converted
data\dds\RB_Interior1.dds -> converted
data\dds\rearscreenALPHA.dds -> converted
data\dds\reflect.dds -> converted
data\dds\ridge.dds -> converted
data\dds\RB_interior2.dds -> converted
data\dds\Roadsigns1.dds -> converted
data\dds\Roadsigns1ATEST.dds -> converted
data\dds\Roadsigns2ATEST.dds -> converted
data\dds\SCadback.dds -> converted
data\dds\SCArmcoback.dds -> converted
data\dds\PIT_GFX1.dds -> converted
data\dds\SCbricks12B.dds -> converted
data\dds\SCbricks12.dds -> converted
data\dds\SCbricks2.dds -> converted
data\dds\SCcinema2ALPHA.dds -> converted
data\dds\SCbushATEST.dds -> converted
data\dds\SCcinemawall.dds -> converted
data\dds\SCcinemaALPHA.dds -> converted
data\dds\SCclock.dds -> converted
data\dds\SChotel22ALPHA.dds -> converted
data\dds\SClampost.dds -> converted
data\dds\SCnewshopsALPHA.dds -> converted
data\dds\SCoffice18ALPHA.dds -> converted
data\dds\SColdbuildALPHA.dds -> converted
data\dds\SColdbuild_wall.dds -> converted
data\dds\SCseatATEST.dds -> converted
data\dds\SCtower1ALPHA.dds -> converted
data\dds\PIT_GFX1_AST.dds -> converted
data\dds\SCtower3ALPHA.dds -> converted
data\dds\SCtower5ALPHA.dds -> converted
data\dds\SCtower6base.dds -> converted
data\dds\SCtower6ALPHA.dds -> converted
data\dds\SCtracks.dds -> converted
data\dds\SCtower6brick.dds -> converted
data\dds\SCTrainS2ALPHA.dds -> converted
data\dds\Scwall3.dds -> converted
data\dds\SCTrainSALPHA.dds -> converted
data\dds\SCwindws6.dds -> converted
data\dds\SCwnd8brick.dds -> converted
data\dds\SCwindws1ALPHA.dds -> converted
data\dds\SCwnd8brick2.dds -> converted
data\dds\SCwndows10ALPHA.dds -> converted
data\dds\SCwndows10brick.dds -> converted
data\dds\SCwndows11ALPHA.dds -> converted
data\dds\SCwndows13ALPHA.dds -> converted
data\dds\SCfenceALPHA.dds -> converted
data\dds\SCwndows15ALPHA.dds -> converted
data\dds\SCwndows16ALPHA.dds -> converted
data\dds\SCwndows15wall.dds -> converted
data\dds\SCwndows18ALPHA.dds -> converted
data\dds\SCwndows6ALPHA.dds -> converted
data\dds\SCwndows7ALPHA.dds -> converted
data\dds\SCwndows4ALPHA.dds -> converted
data\dds\SCwndows5ALPHA.dds -> converted
data\dds\SCwndows82ALPHA.dds -> converted
data\dds\SCwndows83ALPHA.dds -> converted
data\dds\SCwndows9ALPHA.dds -> converted
data\dds\SCwndows8ALPHA.dds -> converted
data\dds\SCwndws12bALPHA.dds -> converted
data\dds\SCwndws12ALPHA.dds -> converted
data\dds\SC_halogen.dds -> converted
data\dds\SC_htlwnd1ALPHA.dds -> converted
data\dds\SC_DTKALPHA.dds -> converted
data\dds\SC_htlwnd2ALPHA.dds -> converted
data\dds\SCwndows9brick.dds -> converted
data\dds\SC_htlwnd3ALPHA.dds -> converted
data\dds\seatbelt.dds -> converted
data\dds\SC_MVHALPHA.dds -> converted
data\dds\seatcloth_2b.dds -> converted
data\dds\seatcloth_1b.dds -> converted
data\dds\shadowALPHA.dds -> converted
data\dds\Seat1.dds -> converted
data\dds\ShiftSequ_2.dds -> converted
data\dds\ShiftSequ_3.dds -> converted
data\dds\Shopfront2.dds -> converted
data\dds\Shopfront3.dds -> converted
data\dds\seat_XRGT.dds -> converted
data\dds\Shopfront1.dds -> converted
data\dds\Shopfront5.dds -> converted
data\dds\Shopfront4.dds -> converted
data\dds\signbak1ATEST.dds -> converted
data\dds\shoptop16ALPHA.dds -> converted
data\dds\shoptop15ALPHA.dds -> converted
data\dds\signbak2.dds -> converted
data\dds\SKP_cone.dds -> converted
data\dds\SKP_cone2.dds -> converted
data\dds\SKP_concret1.dds -> converted
data\dds\SKP_conebase.dds -> converted
data\dds\SKP_HiSpwl.dds -> converted
data\dds\SKY2007sunny1_E.dds -> converted
data\dds\SKP_HiSpwlATEST.dds -> converted
data\dds\Sauberweel1.dds -> converted
data\dds\Skyovercast6_E.dds -> converted
data\dds\Skycloudysnst2_E.dds -> converted
data\dds\Sky_overcast3_E.dds -> converted
data\dds\Sky_overcast_E.dds -> converted
data\dds\SKY_semisun_E.dds -> converted
data\dds\Sky_sunset4_E.dds -> converted
data\dds\Sky_sunset_E.dds -> converted
data\dds\SMLBALPHA.dds -> converted
data\dds\Skysunny7_E.dds -> converted
data\dds\speaker1.dds -> converted
data\dds\StandgfxATEST.dds -> converted
data\dds\Skyovercast10_E.dds -> converted
data\dds\STARTALPHA.dds -> converted
data\dds\Standmetal1.dds -> converted
data\dds\step1ATEST.dds -> converted
data\dds\suedeskinSTTCH3.dds -> converted
data\dds\suedeskinSTTCH2.dds -> converted
data\dds\suede_skin_2.dds -> converted
data\dds\Skysunny6_E.dds -> converted
data\dds\sunscreen2ALPHA.dds -> converted
data\dds\s_glassALPHA.dds -> converted
data\dds\sunscreenALPHA.dds -> converted
data\dds\s_LX_winALPHA.dds -> converted
data\dds\S_LIGHTS.dds -> converted
data\dds\s_UF_headALPHA.dds -> converted
data\dds\s_UF_winALPHA.dds -> converted
data\dds\s_windowALPHA.dds -> converted
data\dds\s_windxrALPHA.dds -> converted
data\dds\tent.dds -> converted
data\dds\testcarbon.dds -> converted
data\dds\Trailer1.dds -> converted
data\dds\testalloy4.dds -> converted
data\dds\Treebak2ATEST.dds -> converted
data\dds\treetex1_aATEST.dds -> converted
data\dds\trunks1.dds -> converted
data\dds\tunel_lite.dds -> converted
data\dds\Trailer2.dds -> converted
data\dds\TYRE.dds -> converted
data\dds\TVstandATEST.dds -> converted
data\dds\UF_Parts.dds -> converted
data\dds\sunsetoc1_E.dds -> converted
data\dds\UF_Texture.dds -> converted
data\dds\WHEEL.dds -> converted
data\dds\tyremarks1ALPHA.dds -> converted
data\dds\Suncloudy1_E.dds -> converted
data\dds\windgen.dds -> converted
data\dds\WSTgrsbitATEST.dds -> converted
data\dds\wiperblade.dds -> converted
data\dds\WSTgrsbldATEST.dds -> converted
data\dds\Wheel_felt3.dds -> converted
data\dds\whitewall1.dds -> converted
data\dds\WST_arrows.dds -> converted
data\dds\WSTtrees6ATEST.dds -> converted
data\dds\WST_curb.dds -> converted
data\dds\WST_grassbank.dds -> converted
data\dds\WST_grasshill2.dds -> converted
data\dds\WST_grass.dds -> converted
data\dds\WST_grasspit1.dds -> converted
data\dds\WST_grassroad.dds -> converted
data\dds\WST_roadBUMP.dds -> converted
data\dds\WSTmountALP24.dds -> converted
data\dds\XFdialsALP24.dds -> converted
data\dds\WST_tyres1.dds -> converted
data\dds\XFgt_carpet.dds -> converted
data\dds\XF_cloth1.dds -> converted
data\dds\XF_Interior1.dds -> converted
data\dds\XFGTRinter1.dds -> converted
data\dds\XF_Interior2.dds -> converted
data\dds\XRcage.dds -> converted
data\dds\XF_plastic1.dds -> converted
data\dds\XRGT_Alloy2.dds -> converted
data\dds\WST_grassruf3.dds -> converted
data\dds\XRRwhlcenter1.dds -> converted
data\dds\XRR_Alloy1.dds -> converted
data\dds\XRR_Switches1.dds -> converted
data\dds\XR_felt1.dds -> converted
data\dds\XR_Interior1.dds -> converted
data\dds\WST_road.dds -> converted
data\dds\XR_Interior2.dds -> converted
data\dds\XR_Texture.dds -> converted
data\dds\XRdialsALP24.dds -> converted
data\pic\AS_ADS3.jpg -> converted
data\pic\AS_ADS1.jpg -> converted
data\pic\AS_ADS2.jpg -> converted
data\pic\AS_ADS4.jpg -> converted
data\pic\AU_ADS1.jpg -> converted
data\pic\AU_ADS2.jpg -> converted
data\pic\AX_ADS1.jpg -> converted
data\pic\BL_ADS1.jpg -> converted
data\pic\BL_ADS2.jpg -> converted
data\pic\FE_ADS2.jpg -> converted
data\pic\BL_ADS3.jpg -> converted
data\pic\FE_ADS4.jpg -> converted
data\pic\FE_ADS1.jpg -> converted
data\pic\FE_ADS5.jpg -> converted
data\pic\FE_ADS6.jpg -> converted
data\pic\FE_ADS3.jpg -> converted
data\pic\GLOVEB.jpg -> converted
data\pic\GLOVEG.jpg -> converted
data\dds\XRracedashALP24.dds -> converted
data\pic\HE_Marshall.jpg -> converted
data\pic\FE_ADS7.jpg -> converted
data\pic\GlovesS.jpg -> converted
data\pic\KY_ADS1.jpg -> converted
data\pic\KY_ADS2.jpg -> converted
data\pic\KY_ADS3.jpg -> converted
data\pic\KY_ADS4.jpg -> converted
data\pic\SO_ADS1.jpg -> converted
data\pic\KY_ADS5.jpg -> converted
data\pic\SO_ADS2.jpg -> converted
data\pic\SO_ADS3.jpg -> converted
data\pic\SUITG.jpg -> converted
data\pic\SUITB.jpg -> converted
data\pic\SUITO.jpg -> converted
data\pic\SUITR.jpg -> converted
data\pic\SUITX.jpg -> converted
data\pic\SUITS.jpg -> converted
data\pic\WE_ADS1.jpg -> converted
data\pic\WE_ADS2.jpg -> converted

but each time I convert, different textures fail
Ripley
S3 licensed
Scawen, good to see you in here too!
Here are my screenshots:


While converting




Original DDS folder (yes, I have those files)




Bug while loading Blackwood, converted textures

http://i.imgur.com/OUt4jUF.png


No bug using the backupped DDS folder

http://i.imgur.com/kunlWHx.png
Last edited by Ripley, .
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