Monster Hunter 3 Ultimate Carpenter Bug
MH3-Ultimate GameFaq FAQs. Jhen Guide written for MH3 (still can somewhat apply for MH3U) Nintendo's. Carpenter bug where to find ar:(. Monster Hunter 3 Ultimate Iso Pc DOWNLOAD. 8fbd390d85 Monster Hunter Tri, known in Japan as Monster Hunter 3, is the third console installment in the Monster Hunter franchise, developed by Capcom and released for the Wii.
(Currently I can only modify the.tex files sry).TEX: This file can be opened with a Noesis plugin wich is included in the modtools I posted above. The textures that you can extract only have a simple header made out of 16 Bytes.The file start with a small start wich just says TEX but reversed. We can also ignore everything untill we reach the 9.
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The following 2 bytes represent a 16bit int value and stand for the image width. The following 2 bytes (0x0400 on the image) represent the image height. The problem there is that the image height is not really represented by that value because some images use other values than their actual height.For example:- A HEX Value of 0x31 stands for a height of 2048 pixels- A HEX Value of 0x2C stands for a height of 1024 pixels- A HEX Value of 0x28 stands for a height of 512 pixels- A HEX Value of 0x20 stands for a height of 128 pixels- A HEX Value of 0x05 stands for a height of 2048 pixelsIf you look at those images you can see that we got a problem here:At the end of the Header you can find a few more bytes. The first 2 represent the texture format of the file (0x010C). In this case its DXT3/DDS.If the DEC value is 268 it is saved as DXT3 and if it is 267 wich is used by older textures its DXT1.So how can we actually edit the.TEX files. (I cannot edit.DOM files yet). If you extract a.tex file you can open them with Noesis wich will convert them into GTX and then DDS.
The problem with this version of Noesis is that the original format is no longer active. When you edited the image like thisyou will have to extract it with DTX3 as the correct forma. You can use DXTbmp for this just like me.
After this you can reconvert it to TEX with my tools.Reconverting the image (You will need my modtools for this):1.DXTBMP:Open up dxtbmp and open up your edited image. Then click file-save.When you save edited images make sure to select DXT3 as the.dds format. This is important.2.GTX-TOOLS:After you saved the image go into the GTX-Tool folder and move all your images into the convert folder. They should be converted into.dds (DXT3) by now.Then start the DDS2GTX.bat wich will convert all the images in the folder into GTX.3.GTX2TEX:Move the TEX file that you extracted before in the same folder where the GTX is in. Then drag the.GTX onto the GTX2TEX.exe tool.This should reconvert your GTX. Now change the extension to.tex.Important steps when creating a new texture.
I recommend you to use GIMP when editing the textures to make sure you set the correct values while editing. Also remember to remove the alpha channel when you extracted the images if you dont need it in the future!An importand aspect of the MH3U Textures is that the game reads the specularity of a model directly from the texture. The same goes for the shadows of a model. If you watched my modpack review you could see some textures glitching because of the wrong setup.Brachydios Armor Example: This is the texture I injected. What are custom quests:Custom quests are new quests that were not created by Capcom.If you create a custom quest youmodfiy the original quests from Capcom and change important values that change the gameplay.Custom quests enable you to fight multiple elder dragons and monsters at once without any limitations.You can decide how strong the monsters will be and how you will defeat/repel them.Custom quests are stored in a file. In Monster Hunter 3 Ultimate those files are hidden in the file system andbecause of that we use the DLC quests wich get saved inside of your savegame. Structure of custom quest files:(If you want to help me with those files you can visit my discord server and work with me on the editor.
I am still alone and would like to work as a team). The quest files, if they are not compressed have a very special structure. They only have a very small header wich tells you nothing about the data inside the files.Let's take a look at a normal quest file inside a hex editor:The first thing you can see is text. But there is a lot of data inside there wich we can use to make our own custom quests.The file starts with a simple 8 Byte header wich just contains the letters QTDS and a few empty bytes.
The following data are the names of the quest. (For all 5 languages). The text length is always noted down 3 bytes before the actual text.This repeats itself five times for each language untill you reach the quest id wich is saved right behind the last name. It is stored in a 16-Bit value. Then you can find the quest objectives wich are saved in the same way as the quest names.
When the end of the objectives is reached you will find the map id for the quest. This one is saved as a 1 Byte value.
The next 13 bytes are not important for us. Then you can find the fail-settings for a quest wich (again) have the same structure as the names and objectives. The fail settings are followed by the amount of stars wich are shown ingame.
Then after another empty byte you can find a value wich caused my game to crash when I edited it. (It must be important). This value is followed by 3 empty bytes. Then you can read the names of the clients.(Same structure as the names). After that you can find the quest description.(Same structure again!). (Currently I can only modify the.tex files sry).TEX: This file can be opened with a Noesis plugin wich is included in the modtools I posted above. The textures that you can extract only have a simple header made out of 16 Bytes.The file start with a small start wich just says TEX but reversed.
We can also ignore everything untill we reach the 9. The following 2 bytes represent a 16bit int value and stand for the image width. The following 2 bytes (0x0400 on the image) represent the image height. The problem there is that the image height is not really represented by that value because some images use other values than their actual height.For example:- A HEX Value of 0x31 stands for a height of 2048 pixels- A HEX Value of 0x2C stands for a height of 1024 pixels- A HEX Value of 0x28 stands for a height of 512 pixels- A HEX Value of 0x20 stands for a height of 128 pixels- A HEX Value of 0x05 stands for a height of 2048 pixelsIf you look at those images you can see that we got a problem here:At the end of the Header you can find a few more bytes. The first 2 represent the texture format of the file (0x010C). In this case its DXT3/DDS.If the DEC value is 268 it is saved as DXT3 and if it is 267 wich is used by older textures its DXT1.So how can we actually edit the.TEX files. (I cannot edit.DOM files yet).
If you extract a.tex file you can open them with Noesis wich will convert them into GTX and then DDS. The problem with this version of Noesis is that the original format is no longer active. When you edited the image like thisyou will have to extract it with DTX3 as the correct forma. You can use DXTbmp for this just like me. After this you can reconvert it to TEX with my tools.Reconverting the image (You will need my modtools for this):1.DXTBMP:Open up dxtbmp and open up your edited image. Then click file-save.When you save edited images make sure to select DXT3 as the.dds format. This is important.2.GTX-TOOLS:After you saved the image go into the GTX-Tool folder and move all your images into the convert folder.
They should be converted into.dds (DXT3) by now.Then start the DDS2GTX.bat wich will convert all the images in the folder into GTX.3.GTX2TEX:Move the TEX file that you extracted before in the same folder where the GTX is in. Then drag the.GTX onto the GTX2TEX.exe tool.This should reconvert your GTX. Now change the extension to.tex.Important steps when creating a new texture. I recommend you to use GIMP when editing the textures to make sure you set the correct values while editing. Also remember to remove the alpha channel when you extracted the images if you dont need it in the future!An importand aspect of the MH3U Textures is that the game reads the specularity of a model directly from the texture. The same goes for the shadows of a model. If you watched my modpack review you could see some textures glitching because of the wrong setup.Brachydios Armor Example: This is the texture I injected.
What are custom quests:Custom quests are new quests that were not created by Capcom.If you create a custom quest youmodfiy the original quests from Capcom and change important values that change the gameplay.Custom quests enable you to fight multiple elder dragons and monsters at once without any limitations.You can decide how strong the monsters will be and how you will defeat/repel them.Custom quests are stored in a file. In Monster Hunter 3 Ultimate those files are hidden in the file system andbecause of that we use the DLC quests wich get saved inside of your savegame..
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