

#UTLIMATE UNWRAP 3D DISCORD CODE#
In any case, this doesn't affect the rest of the code since this "unknown" structure isn't being used anywhere. I believe that there are only 5 or 6 DWords left (depending on whether the above array is 31 or 32). Also I wasn't sure if it really was a 31 (rather than 32) element array.ģ) Finally, the last element of "struct TexHeader" is: When you add this to the starting offset (0x28), the next entry in the structure really should be at offset: 0x28 + 0xF8 = 0x120. So the size of this should be 31 x 8 = 248 = 0xF8. The "TexMipLevel" structure itself is 8 bytes. This doesn't affect any of the code as this is just a comment.Ģ) This same structure contains the following:

I think that it is actually 0x368 bytes since this structure does not include the MPQ 0x10 header. It's been working fine, but I was confused about a few things.ġ) You have a comment that the "struct TexHeader" is 0x378 bytes. Necrolis, I also had a few comments about the source code. So I was curious if anyone knew how the game (in either D2 or D3) binds the items to the appropriate images. Obviously they must at some point, but the binding could be done at runtime making it difficult to link items with their images (contained in these *.tex files). Although I am not terribly interested in how images are encoded, I was interested in whether the \Texture\*.tex files in the Diablo 3 MPQs contained unique ids used by the game data to reference these images.

Just came across this tool and really appreciate you releasing the source.
