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Search found 57 matches
- Fri Apr 20, 2018 11:54 am
- Forum: Graphic file formats
- Topic: Half-life 2 XBOX *.xtf files
- Replies: 12
- Views: 6239
Re: Half-life 2 XBOX *.xtf files
The code at https://github.com/Cxbx-Reloaded/Cxbx-R ... .cpp#L1339 seems to work.
- Thu Apr 12, 2018 11:53 am
- Forum: Graphic file formats
- Topic: .dds files with palettised image data
- Replies: 7
- Views: 2407
Re: .dds files with palettised image data
Yeah but I don't think it's possible to store the raw 256-colour image data in a .dds? From the documentation it looks like you can only store data where each pixel's colour is specified (or data encoded with some sort of DXT compression).
- Sun Apr 08, 2018 6:41 am
- Forum: Graphic file formats
- Topic: Half-life 2 XBOX *.xtf files
- Replies: 12
- Views: 6239
Re: Half-life 2 XBOX *.xtf files
Alright so I've got extraction of DXT1 and DXT5 textures working but not P8 (and they're the only three formats I've come across). Turns out the P8 images are swizzled. It looks like the swizzling/deswizzling code is in the SourceSDK: /****************************************************************...
- Sun Apr 08, 2018 5:02 am
- Forum: Graphic file formats
- Topic: .dds files with palettised image data
- Replies: 7
- Views: 2407
Re: .dds files with palettised image data
Great thanks - I'm looking to export to a single format ideally (.dds in this case) but it's probably easier to just put palettised data into a .bmp and use .dds for everything else rather than trying to decompress DXTn data to get it into .bmp form as well.
- Sat Apr 07, 2018 11:32 pm
- Forum: Graphic file formats
- Topic: .dds files with palettised image data
- Replies: 7
- Views: 2407
.dds files with palettised image data
Is it possible to store a 256 colour image with palette data in a .dds file? Looking at https://msdn.microsoft.com/en-us/librar ... s.85).aspx is doesn't look like it but it's not explicit either way.
- Sat Apr 07, 2018 11:28 pm
- Forum: Game Archive
- Topic: SXWad format - Counterstrike Xbox
- Replies: 19
- Views: 12199
Re: SXWad format - Counterstrike Xbox
As a follow up, the .xpr format is meant to be a standard XDK format but the Counter-Strike Xbox .xpr files don't seem to conform. There is any interesting quote from one of the developers at http://www.ritualistic.com/forums/showpost.php?p=144287&postcount=27 The textures are not stored in the ...
- Sat Apr 07, 2018 11:27 pm
- Forum: Graphic file formats
- Topic: Half-life 2 XBOX *.xtf files
- Replies: 12
- Views: 6239
Re: Half-life 2 XBOX *.xtf files
I've got a work in progress tool that can convert to a .dds file (the format is pretty similar to the .vtf file format - texture data seems to be stored the same way, though the low res image data may not be, and there is new fallback image data too - the header is in the Source SDK anyway). Interes...
- Thu Mar 29, 2018 12:50 pm
- Forum: Game Archive
- Topic: SXWad format - Counterstrike Xbox
- Replies: 19
- Views: 12199
Re: SXWad format - Counterstrike Xbox
With some other documentation I was able to work out the structure: struct xprFileData { __int32 iType; __int32 iOffset; __int32 iLock; __int16 iFormat; // one of these bytes is the format, and the other is always empty? byte iWidthComponent; byte iHeightComponent; __int32 iSize; // unused? }; iForm...
- Sat Mar 17, 2018 6:32 am
- Forum: Game Archive
- Topic: Titanfall 2/Apex Legends
- Replies: 74
- Views: 36712
Re: Titanfall 2
Hi. I've been fiddling with rtech_game.dll for quite a while. Now I'm relatively new to reversing so the work doesn't really go that fast. But I managed to find functions that manage data chunks and the actual rpak decoder. So if anyone is interested (cra0?), I can provide functions' file offsets a...
- Sat Mar 17, 2018 6:24 am
- Forum: Game Archive
- Topic: SXWad format - Counterstrike Xbox
- Replies: 19
- Views: 12199
Re: SXWad format - Counterstrike Xbox
I know it's a little late but does anyone know the .xpr format? There is documentation at http://wiki.xentax.com/index.php/Counterstrike_XBox_XPR which is mostly right but it doesn't give any details about how to get the actual texture information out in a usable form. Slapping a .dds header on the ...
- Sat Jun 03, 2017 11:56 am
- Forum: Game Archive
- Topic: Titanfall 2/Apex Legends
- Replies: 74
- Views: 36712
Re: Titanfall 2
Not sure if anyone saw it but there's some information about the purpose of .rpak and .starpak files in http://twvideo01.ubm-us.net/o1/vault/gd ... eaming.pdf
Looks like they store some sort of texture data for performance.
Looks like they store some sort of texture data for performance.
- Sat Jun 03, 2017 10:22 am
- Forum: Game Archive
- Topic: TitanFall (.vpk) archives
- Replies: 67
- Views: 34740
Re: TitanFall (.vpk) archives
So I've been trying to extract one of these .vpk files but am having some trouble. This is what I have as the directory entry format. struct vpkDirectoryEntry { unsigned __int32 iCRC32; unsigned __int16 iUnknown2; unsigned __int16 iArchiveIndex; unsigned __int16 iUnknown3; unsigned __int32 iUnknown4...