I'm trying to extract texture data from the mtp2 files, but I'm having a hard time extracting the individual texture data from the archive or texture package.
seems my offset and size calculations are wrong, and I don't know where to start on how to analyze the texture data
Here's are my structures
mtp_header { // 16bytes
byte[4] magic, "MTP2 "
byte[4] buffer offset
byte[4] buffer size
byte[2] unknown, always 1
byte[2] count
}
texture_entry { // 68bytes
byte[4] offset * 0x0100
byte[4] unknown, always 0x02
byte[2] compression??, usually 0x13 or 0x14
byte[2] unknown, usually 0x00
byte[4] unknown, value seems progressive
byte[12] padding? all 0's
byte[2] texture height
byte[2] texture width
byte[4] size * 0x0100
byte[16] padding? all 0's
string[16] texture name
}
In the samples I've included some textures dumped from the PS2 emu. may help to decipher the texture data
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Berserk (*.MTP2)
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Berserk (*.MTP2)
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Maxscript and other finished work I've done can be found on my DeviantArt account
- youngmark
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Re: Berserk (*.MTP2)
I'm interested in converting mtp2&mpt3, too.
I searched forum but didn't find much.
Here's a sample mtp3 file from PS2 Soukou Kihei Votoms and Gundam Meisters.
http://www.mediafire.com/?ou65odp8q6z5t47
I searched forum but didn't find much.
Here's a sample mtp3 file from PS2 Soukou Kihei Votoms and Gundam Meisters.
http://www.mediafire.com/?ou65odp8q6z5t47
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- ultra-veteran
- Posts: 586
- Joined: Sun Jun 05, 2005 12:00 pm
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- Been thanked: 243 times
Re: Berserk (*.MTP2)
I was able to verify that my offset calculation works.. or well got lucky lol
I wrote 0's on the suppose of face texture... and indeed the models face turned black.
I then tried to write 0's to find out the bits per pixel, and to figure what sort of palette data I was dealing with.
I concluded that the format is on par with DXT, having a 8bpp size ratio. however I'm unable to determine palette...
for now I read the 8bits as my RGB, and converted it as is. I got a grey scale image, however it would seem to be swizzled....
my attempted sorta failed but seems I'm close to figuring out the pixel order
I wrote 0's on the suppose of face texture... and indeed the models face turned black.
I then tried to write 0's to find out the bits per pixel, and to figure what sort of palette data I was dealing with.
I concluded that the format is on par with DXT, having a 8bpp size ratio. however I'm unable to determine palette...
for now I read the 8bits as my RGB, and converted it as is. I got a grey scale image, however it would seem to be swizzled....
my attempted sorta failed but seems I'm close to figuring out the pixel order
Maxscript and other finished work I've done can be found on my DeviantArt account