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Search found 161 matches
- Fri Aug 30, 2019 1:05 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)
reimport with this method is not possible. to reimport the data gotta be extracted into palette tga images and they gotta be edited in indexed mode that allows the palette transparency. or they gotta convert back into indexed mode and keep the correct transparency across the palette. i'm unsure if t...
- Thu Aug 29, 2019 7:46 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)
woulda been smart to zip them up. and they all seem correct. i dunno if and where those textures are used. the env cloud looks just like a cloud with some dustmotes in it. the potion textures contains 8 parts of an animated particle in the lower portion. in case they are not used they just forgot to...
- Thu Aug 29, 2019 11:16 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)
Looks correct to me. It's a lookup texture for ramp shaders. The rest like gradient textures used for fx like this. https://imgur.com/a/6URo6Ht
- Wed Aug 28, 2019 10:16 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)
alright. v3. i got the format byte wrong and it's using the 'internal' format enum. in case you come across rgba32 textures, it should do those too. 16 bit flat memory textures are pretty rare. i'm not fuzzed to include those rn.
- Wed Aug 28, 2019 1:38 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 it's not very complicated if you know what to search for and do. like *cough* depuzzling the bitplanes, cause noesis' 4-bit decoder doesn't do it. *cough* there's also the cross pointer dance to do to resort the ps2 palette. this format being straight bitplanes is rather easy too. the swizzled ...
- Wed Aug 28, 2019 1:30 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)
wait what? no... i will not try to explain ps2 hex formats. that's madness. i will check the new sample file tmr (need for sleep) tho.
- Tue Aug 27, 2019 12:36 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. have a noesis plugin. it extracts only this texture right now. if it needs more formats, like 4-bit or swizzled, i need more samples.
btw... voxels and spyro? i could make a wrong guess here, who you are.
btw... voxels and spyro? i could make a wrong guess here, who you are.
- Tue Aug 27, 2019 12:23 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)
you got some file samples?
- Thu Aug 08, 2019 1:25 pm
- Forum: Graphic file formats
- Topic: Typing of the Dead (PS2) BMR Textures
- Replies: 2
- Views: 1421
Re: Typing of the Dead (PS2) BMR Textures
well. the palette is easy to deshuffle, but the bitplane is compressed. do i wanna figure that out?
- Mon Aug 05, 2019 11:35 am
- Forum: Graphic file formats
- Topic: Drawing a voxel mesh with multiple materials
- Replies: 0
- Views: 993
Re: Drawing a voxel mesh with multiple materials
not exactly the correct forum section. minecraft type of rendering? use a general shader with specular enabled and specular textures. it's easier to manage. also, if you use a texture2d array like a stack of same size textures you essentially have a easy way of indexing the textures by material id a...
- Sun Aug 04, 2019 4:15 pm
- Forum: 3D/2D models
- Topic: Revived Overwatch Thread
- Replies: 5
- Views: 1670
Re: Revived Overwatch Thread
iirc there's a thread of the archived facepunch forum over at knockout.chat. i'm sure you can find information there. i'm not sure the xtractors managed to establish the subreddit they put up there. checking google and other subs the appveyor download site for the toolchain is dead tho.
- Mon Jul 29, 2019 10:48 pm
- Forum: 3D/2D models
- Topic: Kill la Kill IF (Switch Demo)
- Replies: 52
- Views: 18791
Re: Kill la Kill IF (Switch Demo)
neat samples. i'd guess the render engine is based on ggxrd. the ilm textures are really odd ball that doesn't work, but they don't contain alot of needed information. the rest works. good stuff. the models are not my preferred type of body shape tho. nor are the faces any good, rather then flexing ...
- Mon Jul 08, 2019 11:45 am
- Forum: 3D/2D models
- Topic: Sketchfab DIY Kit
- Replies: 3
- Views: 3594
Sketchfab DIY Kit
Rules: No ripping. No asking. No Discussion. (Except maybe technical improvements and fixes, if you got them) LINK REMOVED Known issues (don't ask about it, i haven't coded it - just prepared): - Models using Vertex Colors are not supported. - Models using Multiple or unusual UV-Layer combinations ...
- Sun Jun 02, 2019 9:27 pm
- Forum: Graphic file formats
- Topic: Noesis Texture Export cycle blend
- Replies: 1
- Views: 1597
Re: Noesis Texture Export cycle blend
just save it as a png file. the tranparency is exported with it, usually.
- Thu May 23, 2019 3:19 pm
- Forum: Graphic file formats
- Topic: Ridge Racer 5 Textures
- Replies: 12
- Views: 7835
Re: Ridge Racer 5 Textures
Thanks a lot episoder! This is exciting to see! As for how I got this data, yeah, I got this through PCSX2. I was able to find the pointers in the game to see what data was being set up in the game when cars are loaded. I changed the offsets so they reflected on the file areas instead of having the...