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by Sigil
Thu Jul 09, 2015 6:33 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 20458

Re: .tex files from unity.bms

A 0x1 flag at 0x10 and/or 0x28 indicates the presence of mipmaps. I updated the script to account for this.
by Sigil
Thu Jul 09, 2015 6:08 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 20458

Re: .tex files from unity.bms

Hmm... all the images are mirrored vertically. I didn't notice that on the couple images I was using to test while writing the script, because they didn't look wrong upside down. I feel like fixing that would require a LOT of work though, even though it'd be nice to get the whole process automated f...
by Sigil
Thu Jul 09, 2015 4:22 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 20458

Re: .tex files from unity.bms

I have this script working for the 1024x1024 images. It needs a bit more math to calculate pitch and mip map levels based on the size of the image, both these numbers are currently hard coded for 1024x1024 and don't seem to show up in the tex file's header. I'd also like it if it had a check that th...
by Sigil
Thu Jul 09, 2015 2:53 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 20458

Re: .tex files from unity.bms

That script didn't not work. These textures seem to be in DXT4 or DXT5 pixel format. I'll try using your script as an example to build a DDS header. I was toying around with doing so, but I'm new to this and didn't have a nice example of bms that just replaced the header, like yours does.
by Sigil
Tue Jul 07, 2015 11:40 pm
Forum: Game Archive
Topic: .tex files from unity.bms
Replies: 31
Views: 20458

.tex files from unity.bms

I'm trying to figure out how to open the .tex files that result from the extracting unity .assets files with the unity.bms QuickBMS script. Specifically I'd like to open the icons from the game 'Ori and the Blind Forest', though a generic conversion tool would be nice if there is such a thing. I loo...