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Dead Rising 3 textures
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Dead Rising 3 textures
Does anyone have working tools for extracting/converting the textures for Dead Rising 3? Just picked up this game, want to pull some models from it.
- Crazy31139
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Re: Dead Rising 3 textures
Try use max script for Dead Rising 4, i convert dr3 .tex use this script download/file.php?id=13550
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Re: Dead Rising 3 textures
I don't have 3DS Max. I've tried using the quickbms tex to dds scripts from the Dead Rising 3 thread here, but the dds files produced are unusable - not even Noesis can read them. I'm using the Blender 2.49 tool to extract the models and textures, but the textures it extracts all throw a EOF error in GIMP.
I have found a method that works using TextureFinder 2.1 and Rawtex, but it's time consuming and tedious.
I have found a method that works using TextureFinder 2.1 and Rawtex, but it's time consuming and tedious.
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Re: Dead Rising 3 textures
you must post some samples for examination.
perhaps the samples you tried aren't yet supported by his tex2dds script:
viewtopic.php?f=10&t=11900&p=112757&hil ... +3#p101663
perhaps the samples you tried aren't yet supported by his tex2dds script:
viewtopic.php?f=10&t=11900&p=112757&hil ... +3#p101663
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Re: Dead Rising 3 textures
I figured it out! I was able to write a bms script to extract the textures from the .tex container:
After that, I modified the bms merlinsvk posted to properly write the dds:
Now I can extract the textures and convert them easily!
Code: Select all
get MAGIC long
get UNKN long
get FILESIZE long
get COUNT long
get UNKN long
get STRGOFFSET long
for i = 0 < COUNT
get FILENAMEOFFSET long
get UNKN long
get SIZE long
get SIZE2 long
get OFFSET long
get UNKN long
get ZERO long
savepos START
goto FILENAMEOFFSET
get FILENAME string
string NAME = FILENAME
string NAME += ".tex"
goto OFFSET
log NAME OFFSET SIZE
goto START
next i
Code: Select all
# Dead Rising 3
# texture to DDS converter
# by MerlinSVK Dec 2014
# version 1.0
# note: I hadn't enough textures so I don't know if there are any DXT3, DXT5, ... formats
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
get SIZE asize
get NAME basename
string H_NAME = NAME
string M_NAME = NAME
string H_NAME += ".head"
string NAME += ".dds"
goto 0x4
get WIDTH short
get HEIGHT short
get FORMAT byte
goto 0x10
get MIP_LIST long
goto MIP_LIST
get DATA_OFF long
xmath MIP_COUNT "(DATA_OFF - 0x1C) / 0x10"
xmath DATA_SIZE "SIZE - DATA_OFF"
if FORMAT == 0x00 # RGBA8
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x0F\x10\x00\x00\x41\x41\x41\x41\x42\x42\x42\x42\x43\x43\x43\x43\x43\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x41\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x00\x00\xFF\x00\x00\xFF\x00\x00\xFF\x00\x00\x00\x00\x00\x00\xFF\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT == 0x08 # DXT1
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x08\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
elif FORMAT == 0x26 # ATI2 - normal map
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\xAA\xAA\xAA\xAA\xBB\xBB\xBB\xBB\xCC\xCC\xCC\xCC\x00\x00\x00\x00\xDD\xDD\xDD\xDD\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x03\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x04\x00\x00\x00\x41\x54\x49\x32\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endif
putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 DATA_SIZE long
putVarChr MEMORY_FILE 0X1C MIP_COUNT long
append
log MEMORY_FILE DATA_OFF DATA_SIZE
append
get DDS_SIZE asize MEMORY_FILE
log NAME 0 DDS_SIZE MEMORY_FILE # save DDS texture