it appears eage seems to reduce the color number on the textures, while when extracted with fshtool, they are 24bit bmps...
The DirectX variants used by Live 2003 are 16bit images. There really is no exact bmp variant that is exactly the same as the DXTx variants. So it appears that FSHTool just converts these to 24bit bmps out of convenience. You really don't care since all you want to do is look at the bitmap. On the other hand, any bitmap must be converted to 16 bits (by the editor) before it is stored as a DXT1 or DXT3 graphic image.
The bit depth you see with EAGE is the real bit depth of the image.
we expect a new version of blotch for live2003? i
Blotch is a seriously cool tool, but I didn't write it
It was written by Lutz Van Hasselt. Interestingly, the name "Blotch" means nothing. He couldn't think of a good name so he just attached the non-sense name to it.
Btw-- the court files that do not appear correclty
are DXT3 files. These files are 16bit images with an additional alpha (i.e., transparency) channel included. Unfortunately, EA has chosen to LZ compress (similar to zip) these files AFTER they are DXT3 compressed. So, I will try to figure out how to get EAGE to view and save the files. Stay posted....