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Search found 52 matches
- Sun Feb 21, 2021 7:28 pm
- Forum: Graphic file formats
- Topic: Blizzard Arcade Collection .sprite archives
- Replies: 3
- Views: 1679
Re: Blizzard Arcade Collection .sprite archives
Looks like it is RIFF container (https://en.wikipedia.org/wiki/Resource_Interchange_File_Format) Inside 1 "sprs" section (252 bytes) and 1 list section named "IMGS" with 4 subfiles inside. This 4 subfiles has signature "IMG fmt L". You can extract this data by this offs...
- Thu Nov 14, 2019 2:36 pm
- Forum: Graphic file formats
- Topic: TGA map abnormal file
- Replies: 12
- Views: 3439
Re: xiao ao jiang hu TGA map abnormal file
Sorry for make you waiting so long. This is the corrected version of Noesis python script, that supports texture with several layers (e.g. cubemaps) and with differrent block sizes.
- Tue Nov 12, 2019 12:25 am
- Forum: Graphic file formats
- Topic: TGA map abnormal file
- Replies: 12
- Views: 3439
Re: xiao ao jiang hu TGA map abnormal file
Hi! After some research, I detected, that this is ASTC texture compression with custom header. I'll polish the script and post it some hours later. Main reason is that there are can be cubemap textures, so I want to support it. Example of "c_257_cj_he.tga" https://sun9-29.userapi.com/c8571...
- Sat Nov 09, 2019 4:35 pm
- Forum: Graphic file formats
- Topic: TGA map abnormal file
- Replies: 12
- Views: 3439
Re: xiao ao jiang hu TGA map abnormal file
For me it looks like this is the in-game texture format, just named ERA, but with TGA extension. At least, game library have some functions like "Texture::_parser_era" (in one row with "Texture::_parser_pvr" and "Texture::_parser_dds"). I'll try to write a decoder, but ...
- Sat Nov 09, 2019 3:37 pm
- Forum: Graphic file formats
- Topic: TGA map abnormal file
- Replies: 12
- Views: 3439
Re: xiao ao jiang hu TGA map abnormal file
Hi!
Did I understand correctly that the APK file of the game is called com.pwrd.xxajh.huawei and weighs about 2GB?
If so, this TGA is stored in .pak files inside "assets" folder, right?
Did I understand correctly that the APK file of the game is called com.pwrd.xxajh.huawei and weighs about 2GB?
If so, this TGA is stored in .pak files inside "assets" folder, right?
- Wed Jun 26, 2019 2:09 pm
- Forum: 3D/2D models
- Topic: Extracting models from Wizards Unite
- Replies: 3
- Views: 1416
Re: Extracting models from Wizards Unite
Looks like typical Unity game. There are a lot of differrent converters, Perfare's AssetStudio as example.
- Sun Jun 23, 2019 8:51 pm
- Forum: Graphic file formats
- Topic: [Half Solved]r16g16_unorm Color Problem
- Replies: 6
- Views: 1804
- Wed Jun 19, 2019 6:26 pm
- Forum: Graphic file formats
- Topic: swizzled texture dds
- Replies: 7
- Views: 2023
Re: swizzled texture dds
OK, there some information: there are 2 types of data: atlases and indices. Atlas store information in tiles 32x32 with 16 levels of grey. Indices store information in chuncks 32x32 as index (0-255). Three chunks of indices describe 1 color plane (channel) as: X index in atlas, Y index in atlas, atl...
- Tue Jun 18, 2019 9:23 pm
- Forum: Graphic file formats
- Topic: swizzled texture dds
- Replies: 7
- Views: 2023
Re: swizzled texture dds
Hm, interesting - looks like there are index information, stored as 32x32 chunks by 3 in group. And if we look at index (0-255) it might be index in atlas's line (256 * 32 = 8192, equal to width of atlas; 32 * 32 = 1024, equal to height of atlas). I'll check it tomorrow. UPD: It works! First chunk f...
- Tue Jun 18, 2019 6:06 pm
- Forum: Graphic file formats
- Topic: swizzled texture dds
- Replies: 7
- Views: 2023
Re: swizzled texture dds
OK, so there must be additional information for atlas.
I'm think that it must be palette (or what color tile represents: R/G/B/A) and ID of tiles.
I'm think that it must be palette (or what color tile represents: R/G/B/A) and ID of tiles.
- Tue Jun 18, 2019 4:48 pm
- Forum: Graphic file formats
- Topic: swizzled texture dds
- Replies: 7
- Views: 2023
Re: swizzled texture dds
Looks like there are blocks of RGB splitted data (32x32 pixel per block). Some blocks looks omitted.
Is this image a converted image or original file?
Is this image a converted image or original file?
- Tue Feb 20, 2018 7:44 pm
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 74914
Re: Deus EX: Mankind Divided .archive
In UltraEdit I have tested searches for the digits you mention, and they don't appear in any of the extracted files. It's my fault... You need to trim bytes before GFX text (bytes 47 46 58 , it's in middle of screen) on the right panel of HEX editor. After that, replace this letters to FWS . But wh...
- Tue Feb 20, 2018 12:59 pm
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 74914
Re: Deus EX: Mankind Divided .archive
Hi there, iero79 ! That animation splitted between texture files and .swf elements (user interface). You can find this files using DEMD Database program: 1. Download and unzip DEMD Database (some posts above) 2. Create file "unpack_ext.txt" in folder where is file "DEMD database.exe&q...
- Sat Jan 20, 2018 8:55 pm
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 74914
Re: Deus EX: Mankind Divided .archive
Ok guys, looks like .linkedprim files now with working UVs :) https://pp.userapi.com/c840329/v840329316/48c28/QRi-GijDpZE.jpg Updated version below If you use my DEMD Database, you need to replace "__init__.py" and "import_DeusExMD.py" files in folder "tools\Blender\2.78\scr...
- Fri Dec 22, 2017 4:35 pm
- Forum: Game Archive
- Topic: Deus EX: Mankind Divided .archive
- Replies: 151
- Views: 74914
Re: Deus EX: Mankind Divided .archive
does this mean the DEMD database.exe wont work with the new version of mankind divided unless sir kane makes it or is there a work around because i tried to open the extractor from the tools folder but it closes straight away. First one. If Sir Kane fix DEMDextract, my app will be work again Window...