Looking for some help on converting these textures. Never done anything like it before. Any insight, tools, methods, etc are very welcome!
http://www.mediafire.com/file/hbxv3ashe ... MHWTex.rar
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Monster Hunter World Textures
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Re: Monster Hunter World Textures
Looks like standard block compression. Using daemon1's tool : viewtopic.php?f=18&t=16461
Btw try asking questions related to textures in the "Graphic file formats" section. I think it would be better suited there.
Btw try asking questions related to textures in the "Graphic file formats" section. I think it would be better suited there.
- Bigchillghost
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Re: Monster Hunter World Textures
Here's a Noesis script to convert the sample images you uploaded:
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May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Monster Hunter World Textures
Bigchillghost wrote:Here's a Noesis script to convert the sample images you uploaded:
Do you know why some textures would come out oblong in the preview or low res? They still seem to match up to the UV's because they are just stretched but they seem low res. Here are some examples.
Edit: I should clarify that I wasn't only intending to rip the posted ones above. The main goal is ripping all of them and creating a directory for future rippers.
http://www.mediafire.com/file/72y3xtwjf ... amples.rar
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Re: Monster Hunter World Textures
They're not low res. That's how they were.Atheos wrote: Do you know why some textures would come out oblong in the preview or low res? They still seem to match up to the UV's because they are just stretched but they seem low res.
Otherwise why would I write you a script?Atheos wrote: The main goal is ripping all of them
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Monster Hunter World Textures
Yeah after testing other things I realize that. There were just a few completely corrupt textures. Some normals with massive chunks missing that when ninja ripped were completely fine. So I'm guessing there is an issue with the way the script works. Same thing with using Raw texture cooker. It's only with a few textures but both your script and RTC do it to them so I'm not sure what the issue is doing it these ways VS NinjaRipper or Intel GPA working. Hope I wrote that in a way that makes sense and I greatly appreciate the script you wrote as its by far the best option.Bigchillghost wrote:They're not low res. That's how they were.Atheos wrote: Do you know why some textures would come out oblong in the preview or low res? They still seem to match up to the UV's because they are just stretched but they seem low res.Otherwise why would I write you a script?Atheos wrote: The main goal is ripping all of them
[Edit] As for the lowres thing I had assumed the game had HD textures but I forgot it's a direct console port.
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Re: Monster Hunter World Textures
There's only one such image in the sample files you uploaded.Atheos wrote:There were just a few completely corrupt textures. Some normals with massive chunks missing that when ninja ripped were completely fine. So I'm guessing there is an issue with the way the script works.
Edit:
Checked that file but the issue has nothing to do with the script. The blank area is the result from the null bytes of the file in the middle.
May you find peace in this puzzle-solving game.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
Re: Monster Hunter World Textures
Yeah, it seems to be an issue with the current chunk tool floating around. There are quite a few normal maps that have those null chunks in the middle. I'm hoping the next revision of the tool fixes it.