yeh. this looks like plain rgb and rgba. the bigger textures have some kinda random bits and offsets in there tho.
i can't pin it, so... i won't try to script it. maybe somebody else...
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Search found 161 matches
- Fri May 08, 2020 11:12 pm
- Forum: Graphic file formats
- Topic: Streets of Rage 4 (Windows) - .XNB image format
- Replies: 1
- Views: 1013
- Tue Jan 07, 2020 5:12 pm
- Forum: Graphic file formats
- Topic: .dds file format
- Replies: 8
- Views: 2839
Re: .dds file format
ehh... this format? shouldn't work as you want. this 32 bits will never be able to hold floating point format and the r11g11b10f has no alpha channel. the closer possible formats are 32 bit - r10g10b10a2 (known as hi10 surface) integer with 4 possible alpha values, or... 64 bit - r16fg16b16a16f whic...
- Sat Dec 28, 2019 4:01 pm
- Forum: 3D/2D models
- Topic: SSX 3 Character models (.mnf)
- Replies: 15
- Views: 4762
Re: SSX 3 Character models (.mnf)
well. i dunno much cube. the textures are identical. i got no idea wth the compression is tho. there are plain float values in the ps2 model, but this is all scrambled. eye cancer. or i'd call it data puke. not fun to fiddle with it.
- Thu Dec 05, 2019 12:36 pm
- Forum: 3D/2D models
- Topic: webgl model
- Replies: 7
- Views: 1602
Re: webgl model
that looks like complications. that's definetely not float data. tried half float or variable integer encodings. the face index (that's kinda easy to spot in hex) is definetely some kind of codificated. may ask your friend if he got the data in another format. or any url to ninja rip it might be eas...
- Mon Dec 02, 2019 1:51 am
- Forum: 3D/2D models
- Topic: Bullet Girls 2 or Bullet Girls Phantasia 3d player models
- Replies: 10
- Views: 3451
Re: Bullet Girls 2 or Bullet Girls Phantasia 3d player models
if you would do some research, you could figure this out. viewtopic.php?t=18692
edit: or maybe not. you will not get raw files. seems this whole platform is encrypted af. for the trashcan then.
edit: or maybe not. you will not get raw files. seems this whole platform is encrypted af. for the trashcan then.
- Thu Nov 28, 2019 2:49 pm
- Forum: 3D/2D models
- Topic: Overwatch Models/Textures
- Replies: 36
- Views: 22431
- Fri Nov 08, 2019 3:24 pm
- Forum: Graphic file formats
- Topic: Can someone help me identify these texture channels?
- Replies: 2
- Views: 1111
Re: Can someone help me identify these texture channels?
hard to tell how the roughness is intended to look. 1) diffuse 2) normal - depending on the tangent space you gotta invert the green channel - and ofc add or compute the blue channel 3) roughness - you choice if you wanna roughen the crystals on it - i inverted it to make them less rough aka shiny 4...
- Thu Oct 10, 2019 6:10 pm
- Forum: 3D/2D models
- Topic: Power Rangers: Battle for the Grid Models?
- Replies: 4
- Views: 2850
Re: Power Rangers: Battle for the Grid Models?
( try to split the file. use a hex editor. search for "unityfs" and set a reminder on the start and ends. then c/p the subcontainers into seperate files. I tested 1, 2, blah. asset studio can open those subcontainers. i guess it's just glued together and you missing the descriptor file for...
- Mon Oct 07, 2019 12:26 am
- Forum: Graphic file formats
- Topic: Help to view swizzling graphics
- Replies: 4
- Views: 1603
Re: Help to view swizzling graphics
i'll not hop in there. as far as i can tell it uses lz compression to pack the bin files. this makes any reimport using for example quickbms unreliable. the size of edited textures after recompression will vary. i don't think this will work. the texture format doesn't seem to be too complex. it uses...
- Sat Oct 05, 2019 11:05 pm
- Forum: Graphic file formats
- Topic: Help to view swizzling graphics
- Replies: 4
- Views: 1603
Re: Help to view swizzling graphics
Afaik there was/is a ton modding tools for the pc version of this. You talking the 2005 MW game, right? As a PC gamer you should not mess with those console game files. There's no point. Just google search the tools for the PC version and play on it.
- Sun Sep 15, 2019 4:41 pm
- Forum: Graphic file formats
- Topic: Extracting .tex textures from the legend of spyro a new beginning (ps2)
- Replies: 26
- Views: 8435
Re: Extracting .tex textures from the legend of spyro a new beginning (ps2)
you should forget about that injecting mod thing with this file hack. this will never work. neither is pcsx2 capable of extending the limit of the hardware. it's still just emulating 4MB of vram. it is pretty exact and timing sensitive program. moving bigger resources will potentially just slow it d...
- Sun Sep 15, 2019 2:53 pm
- Forum: Graphic file formats
- Topic: Extracting .tex textures from the legend of spyro a new beginning (ps2)
- Replies: 26
- Views: 8435
Re: Extracting .tex textures from the legend of spyro a new beginning (ps2)
i could do that, but that would potentially breach the technical limitations of the hardware and render engine design and texture cache. think about that 4 MB of video memory. if you load a 4 times larger texture, it will reduce space for other textures and framebuffers. depending on vram usage and ...
- Sat Sep 14, 2019 6:08 pm
- Forum: Graphic file formats
- Topic: Extracting .tex textures from the legend of spyro a new beginning (ps2)
- Replies: 26
- Views: 8435
Re: Extracting .tex textures from the legend of spyro a new beginning (ps2)
well. is it? i was bored enough to try and into it enough to get something done. it exports native indexed tga. supports all sample formats. i dunnno about rgba linear mem. it 'only' supports 24 bit palettes with 16 or 256 indices. the 16 color index had to be extended. gimp didn't wanna open nor sa...
- Sat Sep 07, 2019 12:58 pm
- Forum: 3D/2D models
- Topic: How to download deresute 3D model now?
- Replies: 2
- Views: 950
Re: How to download deresute 3D model now?
Looks like the site is not available anymore. The 2016 front page is on wayback machine, but nothing else. You outta luck there.
- Wed Sep 04, 2019 11:57 am
- Forum: Graphic file formats
- Topic: Extracting .tex textures from the legend of spyro a new beginning (ps2)
- Replies: 26
- Views: 8435
Re: Extracting .tex textures from the legend of spyro a new beginning (ps2)
well. that's not gonna work. if you wanted to export valid data for reimport you's need the 8-bit and 4-bit indexed image type with 32-bit clut. i don't even know what the difference of CSM1 or CSM2 is. that means you'd need to convert to indexed before you export the tim2 and then still gotta creat...