I made the changes in hitman.h
And it already works on one of the sample files:
The pattern seems too unique to be a mistake but then again, i don't know. It coudl be a bad decode, or simply a noise texture. The other 3 it skipped over and wouldn't decode so there may be more work to do. but it's a start. if it's skipping over files, it means it doesn't know their format code, so it's possible (even likely) they have changed what the codes mean.
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Hitman 2016 textures
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Re: Hitman 2016 textures
I'm going insane trying to build this. Definitely a me problem though.
The only thing I've changed is the line
From
#include <Eigen/Dense>
To
#include "Eigen/Dense"
And building a Release x86 won't reproduce a file of 28kb size, and when used it produces errors with the texture conversion.
:/
The only thing I've changed is the line
From
#include <Eigen/Dense>
To
#include "Eigen/Dense"
And building a Release x86 won't reproduce a file of 28kb size, and when used it produces errors with the texture conversion.
:/
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Re: Hitman 2016 textures
volfin wrote:I made the changes in hitman.h
And it already works on one of the sample files:
The pattern seems too unique to be a mistake but then again, i don't know. It coudl be a bad decode, or simply a noise texture. The other 3 it skipped over and wouldn't decode so there may be more work to do. but it's a start. if it's skipping over files, it means it doesn't know their format code, so it's possible (even likely) they have changed what the codes mean.
hhchunter wrote:I'm going insane trying to build this. Definitely a me problem though.
The only thing I've changed is the line
From
#include <Eigen/Dense>
To
#include "Eigen/Dense"
And building a Release x86 won't reproduce a file of 28kb size, and when used it produces errors with the texture conversion.
:/
So no progress or update so far. I'm really looking forward for this updated tool, been waiting for like two months and still waiting. I hope someone is working on it. Any update on progress will be appreciated.
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Re: Hitman 2016 textures
Here's the link: https://files.fm/u/j7xhur7eAcewell wrote:if you can post some samples i will try to make a Noesis python script.
Two two samples from two different chunks.
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Re: Hitman 2016 textures
this Noesis python script will open your dat and vap samples.
*script updated Jan 23, 2019* supports R8G8(?), A8(?), BC1, BC3, BC4, BC5 and BC7, top level mip only.
since the file extensions are generic and the script has no proper type check
you may encounter an error if there is a script or plugin conflict, so move any
other dat or vap scripts out of plugins folder while using this one.
*script updated Jan 23, 2019* supports R8G8(?), A8(?), BC1, BC3, BC4, BC5 and BC7, top level mip only.
since the file extensions are generic and the script has no proper type check
you may encounter an error if there is a script or plugin conflict, so move any
other dat or vap scripts out of plugins folder while using this one.
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Last edited by Acewell on Wed Jan 23, 2019 8:43 pm, edited 5 times in total.
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Re: Hitman 2016 textures
Yup it's hitman 2.Acewell wrote:this Noesis python script will open your dat and vap samples.supports BC5 and BC7, top level mip only.
i assumed the game where your samples came from was "Hitman 2",
i'll need more samples to extend the script.
since the file extensions are generic and the script has no proper type check
you may encounter an error if there is a script or plugin conflict, so move any
other dat or vap scripts out of plugins folder while using this one.
Here are some texture samples : https://files.fm/u/wfbvc2kb
Normal maps are using ATI2, ATI1
Specular are using DX10
and Textures are using DXT1
Also i'm getting export complete on some textures but the exported textures are not showing in the output folder.
Complete message:
tga - TGA Image
Output extension has set output file type
Detected file type: Hitman 2 [PC]
1024 :imgWidth
1024 :imgHeight
0x49 :imgfmt
WARNING: Not enough texture data for specified image type!
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Re: Hitman 2016 textures
i need to examine unconverted dat/vap samples, i can do nothing with dds files.elijah786s1 wrote:Here are some texture samples : https://files.fm/u/wfbvc2kb
there is no 0x49 format declared in the script, this is why i need more samples.elijah786s1 wrote:0x49 :imgfmt
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Re: Hitman 2016 textures
Here https://files.fm/u/pnvdxhrfAcewell wrote:i need to examine unconverted dat/vap samples, i can do nothing with dds files.elijah786s1 wrote:Here are some texture samples : https://files.fm/u/wfbvc2kbthere is no 0x49 format declared in the script, this is why i need more samples.elijah786s1 wrote:0x49 :imgfmt
Samples4 are from chunk0 and Samples5 from chunk0patch. Let me know if you need more.
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Re: Hitman 2016 textures
Textures from TEXD\ seem to convert fine but all the textures in the TEXT\ folder have issues still. Here are some samples
Samples here: https://i.notex.app/C2FZ8Jt.zip
These were taken from chunk0patch2
Edit: Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
Samples here: https://i.notex.app/C2FZ8Jt.zip
These were taken from chunk0patch2
Edit: Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
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Re: Hitman 2016 textures
my advice is stay out of that TEXT folder, the header info doesn't work with the data provided.Notex wrote:Textures from TEXD\ seem to convert fine but all the textures in the TEXT\ folder have issues still. Here are some samples
the only info that was correct was the format, the width/height/size info doesn't work.
example info in header from 000000000000000e.vap:
format stored 0x49 = BC1/DXT1 - this was correct
width and height = 1024x1024 - incorrect, actual size of largest stored mip is 128x128
mip 0 size stored = 0x80000 - incorrect, actual size of 128x128 dxt1 is 0x2000,
and only 0x2ab8 of image data is actually stored in the file
those files may as well be headerless, you can still convert them by hand.
okay script updated here again to support BC3/DXT5.Notex wrote:Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
viewtopic.php?p=147704#p147704
Re: Hitman 2016 textures
Thanks so muchAcewell wrote: okay script updated here again to support BC3/DXT5.
viewtopic.php?p=147704#p147704
Edit: Would it be possible at all to reconvert textures? I'm just curious, I've never used noesis before and it doesn't seem to have that functionality.
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Re: Hitman 2016 textures
Thanks and keep up the good work.Acewell wrote:my advice is stay out of that TEXT folder, the header info doesn't work with the data provided.Notex wrote:Textures from TEXD\ seem to convert fine but all the textures in the TEXT\ folder have issues still. Here are some samples
the only info that was correct was the format, the width/height/size info doesn't work.
example info in header from 000000000000000e.vap:
format stored 0x49 = BC1/DXT1 - this was correct
width and height = 1024x1024 - incorrect, actual size of largest stored mip is 128x128
mip 0 size stored = 0x80000 - incorrect, actual size of 128x128 dxt1 is 0x2000,
and only 0x2ab8 of image data is actually stored in the file
those files may as well be headerless, you can still convert them by hand.
okay script updated here again to support BC3/DXT5.Notex wrote:Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
viewtopic.php?p=147704#p147704
I think re-importing is possible through quickbms.Notex wrote:Thanks so muchAcewell wrote: okay script updated here again to support BC3/DXT5.
viewtopic.php?p=147704#p147704
Edit: Would it be possible at all to reconvert textures? I'm just curious, I've never used noesis before and it doesn't seem to have that functionality.
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Re: Hitman 2016 textures
https://files.fm/u/gunfa3t2 These four files are not exporting.Acewell wrote:okay script updated here again to support BC3/DXT5.
viewtopic.php?p=147704#p147704