Hello everyone!
Could someone experienced with 2d image formats take a look at this texture sample? I'm kinda lost, tried some things but couldn't get it to look correct. Any help will be much appreciated. Thanks in advance!
Here's sample texture:
https://www.mediafire.com/file/3mi8ib8b ... atlas_0.7z
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swizzled texture dds
- zaramot
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Re: swizzled texture dds
Originally extracted, it's texture "atlas" used for character customization all other textures are okay (just ordinary .dds), so I'm almost sure extraction process was correct, game engine somehow making this texture correct lol On this textures should be a bunch of other smaller textures for different face details like scars, wrinkles, eyebrows and so on.
Making model-import scripts, PM
- zaramot
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Re: swizzled texture dds
Yeah, looks like that! It's very sad, there's some index .dds files in same folder after extraction. Here's one of them, but seriously I have no idea how it might help lol
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- aspadm
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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 from three is X index of atlas, second is Y index. This is the only first image (first two chunks).
I'll check it tomorrow.
UPD: It works! First chunk from three is X index of atlas, second is Y index. This is the only first image (first two chunks).
- zaramot
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Re: swizzled texture dds
Ты большой молодец, я бы точно не додумался бы сам! Я с 2д форматами чаще всего мучаюсь, особенно если что-то сильно замороченное.
Well done! Thanks for your time and efforts
Well done! Thanks for your time and efforts
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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, atlas index. Four channels forms RGBA image.
Resulted image is 1024x1024, RGBA.
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, atlas index. Four channels forms RGBA image.
Resulted image is 1024x1024, RGBA.
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