I made some conversion tools some in Perl and some in EXE programs. Some are useful for converting the files extracted by XeNTaX and Dragon Unpacker.
Perl:
http://www.sparedlife.com/forum/index.php?showforum=35
Standalone EXE programs
http://www.sparedlife.com/forum/index.php?showforum=15
I also have a program that will reverse RGB to BGR and vice versa in the DDS and RGB 24bit and 32bit files.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
My tools
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Re: My tools
You've entered these in the WIKI ? http://wiki.xentax.comSparedLife wrote:I made some conversion tools some in Perl and some in EXE programs. Some are useful for converting the files extracted by XeNTaX and Dragon Unpacker.
Perl:
http://www.sparedlife.com/forum/index.php?showforum=35
Standalone EXE programs
http://www.sparedlife.com/forum/index.php?showforum=15
I also have a program that will reverse RGB to BGR and vice versa in the DDS and RGB 24bit and 32bit files.
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Very nice ! Are you also going to reference your tools at http://wiki.xentax.com in the Game Specific Tools section? Would be greatly appreciated!
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I know you asked this of me before, I would be honored and I will give it a try as soon as I can but with my current state of the internet connectivity it might be more stable if you wanted to host them yourself and link to them on wiki. Who knows tomorrow might find me offline for another 6months to a year.
I really would like to learn more about unarchiving compressed files since all I can do is extract from uncompressed libraries. I stare for endless hours at compressed files trying to see how you guys do this but it escapes me. Most amazing thing to me is to see you unravel filenames and textures where all I see is garbled digits.
I really would like to learn more about unarchiving compressed files since all I can do is extract from uncompressed libraries. I stare for endless hours at compressed files trying to see how you guys do this but it escapes me. Most amazing thing to me is to see you unravel filenames and textures where all I see is garbled digits.
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Hey that would be great.Mr.Mouse wrote:Allright, I'll see what I can do some day, I could host them and then write a small page at the WIKI, for you to expand and update as you see fit. How's that sound?
I'll try to stay plugged in to the web as much as I can and keep the current host but if I get anymore years like the last 2 it will be difficult to maintain a presence.
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Hi all,
I have a couple new extractor tools. Same link as previous post. I just finished Matrix: Path of Neo and Lego Star Wars 2 a while back.
http://www.spared-life.com/OtherGamesImages/PON.zip
http://www.spared-life.com/SparedLifeFi ... -Lego2.zip
I finally added to the wiki. I don't think I messed it up too bad
I have a couple new extractor tools. Same link as previous post. I just finished Matrix: Path of Neo and Lego Star Wars 2 a while back.
http://www.spared-life.com/OtherGamesImages/PON.zip
http://www.spared-life.com/SparedLifeFi ... -Lego2.zip
I finally added to the wiki. I don't think I messed it up too bad
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I made an extractor/inserter for all library files that contain complete DDS files (including header) in DXT1, DXT3, and DXT5 formats. It rips the header but not the mips. It does however make a text file that lists the format (DXT), mips, and offset location. The text file will help skinners know if they needs mips and how many and if it's a DXT 1,3,5 when saving the edited file.
I know of these it works with:
Prolific Publishing's Goldfish aquarium
Serene Screen's Marine aquarium
Lego Star Wars
Lego Star Wars 2
Driv3r
Catwoman
This should work fine for any game that utilizes uncompressed library files that store complete uncompressed DDS files in the above mentioned format.
I had noticed that Serene Screen did not run after editing the texture in Photoshop. It was in the header that the DDS plugin saves the file with. To fix the problem the edited files are reinserted after the header in the library. Making only the raw data reinserted, that's why it will work on most all the games within the previous mentioned parameters.
If you open a GRA in a HEX editor and search for DDS and it finds the DDS header 44 44 53 20 7C this tool should work.
Link:
http://www.spared-life.com/SparedLifeFi ... S-1.02.zip
I know of these it works with:
Prolific Publishing's Goldfish aquarium
Serene Screen's Marine aquarium
Lego Star Wars
Lego Star Wars 2
Driv3r
Catwoman
This should work fine for any game that utilizes uncompressed library files that store complete uncompressed DDS files in the above mentioned format.
I had noticed that Serene Screen did not run after editing the texture in Photoshop. It was in the header that the DDS plugin saves the file with. To fix the problem the edited files are reinserted after the header in the library. Making only the raw data reinserted, that's why it will work on most all the games within the previous mentioned parameters.
If you open a GRA in a HEX editor and search for DDS and it finds the DDS header 44 44 53 20 7C this tool should work.
Link:
http://www.spared-life.com/SparedLifeFi ... S-1.02.zip
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You bet,thanks!
One of these days I'll figure out how to read indexes. They never make sense to me because they rarely point to the proper offset. Even though there is a filename index on many libraries I still have to rip the graphics by searching for a common string at the start of each graphic.
This is of course a problem if the only location reference is in the index.