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Dreamfall

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Pirateguybrush
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Post by Pirateguybrush »

Can I put the file up so you can download it and try to edit the texture? I've tried all those things with the same result, so I'm not sure if it's me doing something wrong or not...
Strobe
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oki oki

Post by Strobe »

post the texture here. (the ripped original one, and your modified),
or if its too large, zip it and mail them too: [email protected]
Pirateguybrush
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Post by Pirateguybrush »

Pirateguybrush
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Post by Pirateguybrush »

I didn't edit these textures myself, by the way. I'm crap with photoshop, I just got a friend who's reasonable with it to follow your directions, and as far as I can tell in nVidia's dds viewer, the mipmaps are fine. I'm just paving the way to create a high-def pack, got a small team of artists ready to start work when I know how to make the textures work.
Pirateguybrush
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Post by Pirateguybrush »

*cough* *cough*
Strobe
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=DDD

Post by Strobe »

hi there!!!!! =D

i almost recall me replying to this but obviously i didnt!

Everything looks just fine. the ripped texture and the modded texture
look okay. so infact...i dont know why there are still purple artefacts on
the modded character in game, there must be something else
that is modifying some parts or textures of the characters,
because i really dont see anything wrong with the textures themselves.
,...hmmms.....
Pirateguybrush
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Post by Pirateguybrush »

Any suggestions?
Pirateguybrush
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Post by Pirateguybrush »

Well, I've figured out something. It's a problem with Jaeder Naub, I'm pretty sure. I ripped the archive again, after injecting the updated texture, and look at what came out...

http://members.iinet.net.au/~jeffriesfa ... ripped.dds
Last edited by Pirateguybrush on Tue May 23, 2006 5:01 am, edited 1 time in total.
Turfster
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Post by Turfster »

Have you tried using my file ripper & reinjector (version 2.1, there used to be a small DDS bug in 2.0, if you tried that)?
Strobe
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oh

Post by Strobe »

The link doesnt work =(

if its a problem with the ripper/injector i would really like to
investigate whats happening. try turfsters File Stripper
and see if it "produces" the same error.

=o
Pirateguybrush
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Post by Pirateguybrush »

Yeah, I uploaded the file after I posted the link, and my ftp is playing up. I'll post a new one shortly. Basically, the injector only injected the largest mipmap, and left the others purple.

EDIT: Link below.
http://the-divide.org/img/ripped.dds
Strobe
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Hmms...

Post by Strobe »

Now this is interesting.
notice how the ripped texture of yours (the new modded one 700kb)
is bigger than the ripped one before. where the old
one was around 510kb. this means the injector simply couldnt upload
the mipmaps because there was no length in the name that
told it too do that.

there could be several factors for this. try modding this texture again
and use the other length in the filename,
which should be "699195".

............hmms.....
Strobe
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aaaaaa

Post by Strobe »

yes. the name is faulty in the ripped texture.

simply rename your modded texture to "dds_ 84145472_ 699192.dds"
for the proper length and try injecting again.
(be aware of the spaces in the name also)

now i just have too search jaeder why it renders this incorrect name though.

for less confusion i rename it and zipped it, this texture SHOULD be
the correct one to inject without errors.

http://jaedernaub.ath.cx/greenmod.zip

i really hope this one works =O
(still have the error in the ripper too fix though)
Strobe
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Okay.

Post by Strobe »

Ive looked through the code of the DDS ripper now, and i can confirm
this naming error is a bug in the code due to that the lenght is nowhere
stored in the DDS image when ripping, so Jaeder tries to approximate
the length, however it does this by not counting the Mipmaps.
this will be fixed in the next version. :X

EDIT:

http://jaedernaub.ath.cx

download 1.8.9j - I hope the issue is fixed in this version. atleast
it should be, but havent had time too check it for myself yet :/ *sigh*
Pirateguybrush
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Post by Pirateguybrush »

Almost fixed, it would seem. The ripped texture's filename is now dds_ 84145472_ 699193.dds, but you said it should be dds_ 84145472_ 699192.dds. Anyway, when I injected it under dds_ 84145472_ 699192.dds, it was a perfect success, thanks a lot :). Thankyou also, Turfster. I couldn't work out your injector, but your ripper worked on the audio pak files, where Jaeder Naub didn't rip the audio. I've got another question. The main pak files for the game, when opened in a hex editor, say the path for the texture lies in \3art\npc\casablanca\watilla\textures\watilla_tex.png. Here's how the game is set up though. Root directory contains the game exe, some other random unimportant-looking dlls, the manual, ect. Only 17MB total. Then there's a "saves" directory, a "screenshot" directory, and a "bin" directory. Inside "bin" is the "res"directory, and nothing else. Inside "res" is all the pak files, and nothing but pak files. One for each location. There's also a bink video folder in there, but that's unimportant. The textures for the player characters are in "common.pak", the voices are all in "vox_en_00.pak" to "vox_en_04.pak", and each of the npcs' textures reside in their location. But here's where it gets interesting. If, for example, you meet Bob first in Bob's house, his texture would reside in a file probably named "bobs_house.pak". If you also meet Bob in a bar, his texture would not be in "bar.pak", so it must be assumed it's referenced to in "bobs_house.pak". To explain a bit more, Bob is now "watilla". In the hex editor, in "castillo_home.pak" (where watilla first appears), I've found a line saying \3art\npc\casablanca\watilla\textures\watilla_tex.png. In "bar.pak", I've found the same line. Do you have any idea what exactly is going on, and how the game could be completely unpacked, and the pak files deleted, to work with everything more directly?
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