rofl, well, I'll still add in a check for file existence thenFiel wrote:EDIT #3: Good news everyone! I just fed this program every single tex file and they all passed without any crashes.
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Textures of Beta Diablo 3, ".tex" files converter needed :)
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Re: Textures of Beta Diablo 3, ".tex" files converter needed
fantastic work I need to learn about file headers and I could've helped
Re: Textures of Beta Diablo 3, ".tex" files converter needed
OK, the next step is to process the image with the map and separate it!
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Do we know how they are referencing the texture files from elsewhere? It'd be quite helpful for the mesh research.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
depends. I think it's all loaded into memory for performance (once needed the map is loaded into memory and referenced from there)
guesswork
guesswork
Re: Textures of Beta Diablo 3, ".tex" files converter needed
debuggerMrRawr wrote:guesswork
if you mean split it into the individual sections that make up the atlas, then that would need an external DXTn lib (like nVidia's) or use of DX/OGL, imo its easier to use nVidia's Texture Tools and just slice up the DDS in PhotoshopMrRawr wrote:OK, the next step is to process the image with the map and separate it!
they use shortened internal names(those from the atlas most of the time) in a bevy of files to reference stuff (I haven't looked too deeply into that part), at runtime the references are held via the SNO chain and the D3D texture handle is stored in the header of the tex file in memory.BoyC wrote:Do we know how they are referencing the texture files from elsewhere? It'd be quite helpful for the mesh research.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
that, or find the internal references...
Re: Textures of Beta Diablo 3, ".tex" files converter needed
There seems to be no reference in the .gam to any image and it would be very hap-hazzard of blizzard to do a conversion of the name (which I assume ofc they did not.)
So unless there is a file i'm missing I'm stuck :\
So unless there is a file i'm missing I'm stuck :\
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Hello everyone,
anyone made a progress towards .gam files yet ?
anyone made a progress towards .gam files yet ?
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Re: Textures of Beta Diablo 3, ".tex" files converter needed
.tex files are referenced via the first UInt32 after the 16 byte header. You can see this reference from the .app files in a section that is referenced from the materials
Re: Textures of Beta Diablo 3, ".tex" files converter needed
That Number is the File number, the reference is from the .app which is referenced from the materials!? ahhh god damn it. So the files I was missing was the app!!!!
God damn it to hell. Thanks Nicoli.
God damn it to hell. Thanks Nicoli.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
There seems to be even more to it than that - from what I've managed to piece together in my limited free time was that actor files are the big boss - they describe the look and animations of a set piece, possibly even more. For example the dye actor files are virtually the same, they reference the same appearance file, and it seems like their color (or possibly their texture) is described in the actor file.
However some app files aren't referenced by actor files, map pieces for example.
Actor files also reference animation sets which in turn reference animations. Not sure where the materials fit in to all this yet, but I didn't find any references between appearance and materials yet.
However some app files aren't referenced by actor files, map pieces for example.
Actor files also reference animation sets which in turn reference animations. Not sure where the materials fit in to all this yet, but I didn't find any references between appearance and materials yet.
Re: Textures of Beta Diablo 3, ".tex" files converter needed
I'm in the same boat. The reference between the .gam and the .app isn't there. they're close but not exact (for example file numbers 82625 = 82626 ) which to me isn't right (the others flux too).BoyC wrote:There seems to be even more to it than that - from what I've managed to piece together in my limited free time was that actor files are the big boss - they describe the look and animations of a set piece, possibly even more. For example the dye actor files are virtually the same, they reference the same appearance file, and it seems like their color (or possibly their texture) is described in the actor file.
However some app files aren't referenced by actor files, map pieces for example.
Actor files also reference animation sets which in turn reference animations. Not sure where the materials fit in to all this yet, but I didn't find any references between appearance and materials yet.
Actor files are the big boss eh? I'll look at them now too
edit: actor files are empty yo
Re: Textures of Beta Diablo 3, ".tex" files converter needed
Wow, OK well I've found out that my MPQ extractor failed on me... so I only had half the data! Go me! Brick wall and my head...
Anyway, I might actually make progress today... I feel like crying lol
Anyway, I might actually make progress today... I feel like crying lol
Re: Textures of Beta Diablo 3, ".tex" files converter needed
so that file references is 100% the acr reference but how we get from the acr to the tex is another matter...
anyone made progress on the acr files?
anyone made progress on the acr files?