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Hitman 2016 textures

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volfin
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Re: Hitman 2016 textures

Post by volfin »

I made the changes in hitman.h
Image

And it already works on one of the sample files:
Image
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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Re: Hitman 2016 textures

Post by hhchunter »

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.

:/
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

volfin wrote:I made the changes in hitman.h
Image

And it already works on one of the sample files:
Image
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.
Acewell
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Re: Hitman 2016 textures

Post by Acewell »

if you can post some samples i will try to make a Noesis python script. :D
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

Acewell wrote:if you can post some samples i will try to make a Noesis python script. :D
Here's the link: https://files.fm/u/j7xhur7e

Two two samples from two different chunks.
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Re: Hitman 2016 textures

Post by Acewell »

this Noesis python script will open your dat and vap samples. :D
*script updated Jan 23, 2019*
tex_Hitman2_PC_dat_vap.zip
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. :]
You do not have the required permissions to view the files attached to this post.
Last edited by Acewell on Wed Jan 23, 2019 8:43 pm, edited 5 times in total.
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

Acewell wrote:this Noesis python script will open your dat and vap samples. :D
tex_Hitman2_PC_dat_vap.zip
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. :]
Yup it's hitman 2.

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!
Acewell
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Re: Hitman 2016 textures

Post by Acewell »

elijah786s1 wrote:Here are some texture samples : https://files.fm/u/wfbvc2kb
i need to examine unconverted dat/vap samples, i can do nothing with dds files. (:
elijah786s1 wrote:0x49 :imgfmt
there is no 0x49 format declared in the script, this is why i need more samples. :D
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

Acewell wrote:
elijah786s1 wrote:Here are some texture samples : https://files.fm/u/wfbvc2kb
i need to examine unconverted dat/vap samples, i can do nothing with dds files. (:
elijah786s1 wrote:0x49 :imgfmt
there is no 0x49 format declared in the script, this is why i need more samples. :D
Here https://files.fm/u/pnvdxhrf

Samples4 are from chunk0 and Samples5 from chunk0patch. Let me know if you need more.
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Re: Hitman 2016 textures

Post by Acewell »

okay script updated here for BC1 and BC4 :D
viewtopic.php?p=147704#p147704
Notex
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Re: Hitman 2016 textures

Post by Notex »

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
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Re: Hitman 2016 textures

Post by Acewell »

Notex wrote:Textures from TEXD\ seem to convert fine but all the textures in the TEXT\ folder have issues still. Here are some samples
my advice is stay out of that TEXT folder, the header info doesn't work with the data provided.
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. (:

Notex wrote:Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
okay script updated here again to support BC3/DXT5. :D
viewtopic.php?p=147704#p147704
Notex
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Re: Hitman 2016 textures

Post by Notex »

Acewell wrote: okay script updated here again to support BC3/DXT5. :D
viewtopic.php?p=147704#p147704
Thanks so much :)

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.
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

Acewell wrote:
Notex wrote:Textures from TEXD\ seem to convert fine but all the textures in the TEXT\ folder have issues still. Here are some samples
my advice is stay out of that TEXT folder, the header info doesn't work with the data provided.
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. (:

Notex wrote:Found one texture from the TEXD folder that doesn't convert: https://i.notex.app/lzyVXQx.vap
okay script updated here again to support BC3/DXT5. :D
viewtopic.php?p=147704#p147704
Thanks and keep up the good work. :up: :]
Notex wrote:
Acewell wrote: okay script updated here again to support BC3/DXT5. :D
viewtopic.php?p=147704#p147704
Thanks so much :)

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.
I think re-importing is possible through quickbms.
elijah786s1
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Re: Hitman 2016 textures

Post by elijah786s1 »

Acewell wrote:okay script updated here again to support BC3/DXT5. :D
viewtopic.php?p=147704#p147704
https://files.fm/u/gunfa3t2 These four files are not exporting.
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