IchWillDeinRegal;n9784021 said:
Dude, there's already a solution for how to uncook dds-files and it's literally on the FIRST page of this thread! (and no, you don't need the srts for that).
Also, editing dds-files is certainly not a "trade secret". Just get the latest version of Gimp (it's free) and download a dds-plugin for it.
Maybe you should do some research and reading for your own part before posting something here.
I must be blind then because I see nothing about uncooking pure texture.cache files without bundle files included. How to uncook this -
https://www.nexusmods.com/witcher3/mods/942/? without losing quality, without using cache parser?
I found a way, but it required me to create a mod using vanilla tree files and an SRT file, which allowed for creation of a bundle file. No SRT file = no bundle file, unless you want to stick needless DDS or TGA or XBM textures in there for whatever reason. I used the bundle file + metadata file from the mod with vanilla tree files, but with Autumn mod's texture.cache file. That allowed me to uncook the exact DDS files Autumn mod used.
How would you do it?
And about DDS files - that is not what I meant. I open them with Paint.NET just fine. I wanted to know how to manipulate them, so I can put them through enhancement process, the way I did with this texture.
Original (before multi-pass sharpening, de-banding, de-ringing, de-noise, chroma upscaling, anti-ringing, image upscaling, image refinement)
https://drive.google.com/file/d/0B54...ew?usp=sharing
Modded (before multi-pass sharpening, de-banding, de-ringing, de-noise, chroma upscaling, anti-ringing, image upscaling, image refinement)
https://drive.google.com/file/d/0B54...ew?usp=sharing
I like the results. I want to do the same with DDS grass, trees, etc.