I convert all files in a folder when i create my texture pack, so that surely works.I dont quite rember I used the converter & it worked great but I did it file by file 4 each terraria texture. But when I tried a folder It just said this is not an xnb file.
Indeed it wasn't working. I updated the github repository with the fixed version, so download again.so I open the converter of course & then I open "Convert Folder" then I go to my folder named "Textures" & it gives my the error I mentioned earlier
You are free to use my code as long as your application uses the same license: GPLv3 (instead of the MIT what you currently use). I used some GPL licensed code in my program so i had to use that license, otherwise i would have chosen MIT license, same as you.Thanks for the program! I used it to replace the Ankh Shield sprite since Texture Packs didn't support replacing it. Also the code was a big help. I hope it's alright that I added it to my own program that combines png_to_xnb, WAVToXNBConverter and TExtract. I'm trying to make a central tool for all resource management features.
You are free to use my code as long as your application uses the same license: GPLv3 (instead of the MIT what you currently use). I used some GPL licensed code in my program so i had to use that license, otherwise i would have chosen MIT license, same as you.
Sorry about the hassle, but GPL is quite strict.
I'm not a lawyer but i think you are not allowed to do that, otherwise what would be the point of having this restriction in GPL.Alright thanks, and good catch. Otherwise I wouldn't have noticed that.
But one question, would a multi license not be possible in this situation? Where I license your code as GPL and the rest under their own respective licenses? I'm a little new to dealing with this.
You can try this tool to extract PNG from XNB: Tool - TConvert - Extract content files and convert them back