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Posted: Mon Apr 03, 2006 10:12 pm
by ocr_smokngrn
Bravo...

Re: Hi there.

Posted: Tue Apr 04, 2006 4:26 am
by Silver
Strobe wrote:As expected, it really is a DXT format with the header stripped.
ive tried creating a DDS + DXT header by hand with the resolution
of 128x128 and DXT1 marker, and that seems to work fine, here is
the result. the only part i dont understand is why the first
part of the image is distorted. maybe there are several textures in the
same file? , if so, there seems to be 2 of them. and for now, one of
them is correctly displayed with the DDS header. have fun. =)
I overlooked the Header for now. But you'll notice for each Image there is a 12 byte header. We'll assume all are DXT1 for now.

Starting at 0x54 is first entry. 12 bytes.
[4] Bytes (Dimension X)
[4] Bytes (Dimension Y)
[4] Bytes (Block Size) (Good indication these are DXT1 no mip-maps is that X*Y / 2 = DXT1 with no mips.

~Repeat this until end of file (should come up with 5 for this one)

The only problem is I think contents will affect header. :(

Posted: Tue Apr 04, 2006 9:25 am
by Kazam
the top of the skin that is distorted might be the fact that that is the helmet. Seeing people can choose from a lot of different helmets.
Same goes for the goggles and the boots.

Posted: Tue Apr 04, 2006 9:31 am
by WinDev
perhaps DXT3...!?

Posted: Tue Apr 04, 2006 9:39 am
by ocr_smokngrn
Kazam wrote:the top of the skin that is distorted might be the fact that that is the helmet. Seeing people can choose from a lot of different helmets.
Same goes for the goggles and the boots.
GOOD POINT kaz. i didnt think about that one.

hi there

Posted: Tue Apr 04, 2006 10:34 am
by Strobe
i did some further testing. and there seems to be other textures in the file.
ive tried reading the DXT as Mipmapped texture , and that reveals other
textures, which however are read in the wrong resolution, so
I dont belive these are mip maps, instead new textures.

what goes against the case is though, if you look close at the beginning of the file at offset 160 there is a 1000 0000 1000 0000 which would simply translate into 16x16. and further down there is a (offset 304) 2000 0000 2000 000 = 32x32 , and further down (offset 824) 4000 0000 4000 0000 = 64x64

...this cannot be a pure coincidence....its structured just like if there were mip maps in the texture....=o

Edit:
oh, suprise. offset 2854 contains 8000 0000 8000 0000 = 128x128

Posted: Tue Apr 04, 2006 5:24 pm
by Extreme
Hi
All the sizes are different here’s a list of the names and sizes for one of the bike skins
Id help look if I knew what I was looking for lol
  • 250sx_one_engine.dxt
    size 256x128 pixels

    250sx_plasticsall.dxt
    size 256x256 pixels

    250sx_sprockets.dxt
    size 256x128 pixels

    250sx_exhaust.dxt
    size 32x32 pixels

    250sx_tripleclamp_metals.dxt
    size 128x64 pixels

    namedefault.dxt
    size 64x128 pixels

    250sx_wheels.dxt
    size 64x32 pixels

    tire.dxt
    size 64x32 pixels
Extreme

Re: hi there

Posted: Tue Apr 04, 2006 5:40 pm
by Kamshaft
Strobe wrote:i did some further testing. and there seems to be other textures in the file.
ive tried reading the DXT as Mipmapped texture , and that reveals other
textures, which however are read in the wrong resolution, so
I dont belive these are mip maps, instead new textures.

what goes against the case is though, if you look close at the beginning of the file at offset 160 there is a 1000 0000 1000 0000 which would simply translate into 16x16. and further down there is a (offset 304) 2000 0000 2000 000 = 32x32 , and further down (offset 824) 4000 0000 4000 0000 = 64x64

...this cannot be a pure coincidence....its structured just like if there were mip maps in the texture....=o

Edit:
oh, suprise. offset 2854 contains 8000 0000 8000 0000 = 128x128
You are on the edge of figuring this out! Cool! Good Luck!

Posted: Tue Apr 04, 2006 5:44 pm
by Kamshaft
Maybe these texture files have multiple resolution embedded in the files, to allow for distance drawing, maybe?

Posted: Tue Apr 04, 2006 9:42 pm
by Silver
All Textures are embedded as seperate files.

I've already worked out everything except for the Header. They ripped mip maps as a seperate texture if anything.

Edit: All files ripped. Mip Maps are split. File is ascending from lowest to highest resolution.

I need another file to actually work header out.

Re: hi there

Posted: Tue Apr 04, 2006 9:46 pm
by ocr_smokngrn
Strobe wrote:i did some further testing. and there seems to be other textures in the file.
ive tried reading the DXT as Mipmapped texture , and that reveals other
textures, which however are read in the wrong resolution, so
I dont belive these are mip maps, instead new textures.

what goes against the case is though, if you look close at the beginning of the file at offset 160 there is a 1000 0000 1000 0000 which would simply translate into 16x16. and further down there is a (offset 304) 2000 0000 2000 000 = 32x32 , and further down (offset 824) 4000 0000 4000 0000 = 64x64

...this cannot be a pure coincidence....its structured just like if there were mip maps in the texture....=o

Edit:
oh, suprise. offset 2854 contains 8000 0000 8000 0000 = 128x128

where is a good place to start to try and learn howe to make some of these images viewable. their are about 60 images that i would sure like to be able to look at before i place them into my sky. the .toy file calles it out as a TGA file but all i see in the packs are dxt and the dxm that goes to each file.

I realize this isn't something im going to learn overnight but id like to learn as much as i can so i don't have to be bugging people to do things for me...

Thanks guys for the intrest in helping our little mx vs atv community. You have no idea how thankfull for what you guys here have allready done.

Posted: Wed Apr 05, 2006 4:52 am
by Clutch
Silver wrote:All Textures are embedded as seperate files.

I've already worked out everything except for the Header. They ripped mip maps as a seperate texture if anything.

Edit: All files ripped. Mip Maps are split. File is ascending from lowest to highest resolution.

I need another file to actually work header out.
Your work is much appreciated. These images are starting to look more like the format used in Flat Out and Trackmania. With those games the files are dds 512x512 with usually around 12 mip levels. Silver your work is very promising. I am assuming there is a different dxt compression at work here. The 128 as the higest resolution doesnt seem likely for MVA unleashed. Maybe play around in the 512 with at least 8 to 12 mip levels area would be my guess. Thanks for your efforts.

Posted: Wed Apr 05, 2006 5:28 am
by Silver
Clutch wrote:
Your work is much appreciated. These images are starting to look more like the format used in Flat Out and Trackmania. With those games the files are dds 512x512 with usually around 12 mip levels. Silver your work is very promising. I am assuming there is a different dxt compression at work here. The 128 as the higest resolution doesnt seem likely for MVA unleashed. Maybe play around in the 512 with at least 8 to 12 mip levels area would be my guess. Thanks for your efforts.
I have only that one file to go on. It is 128x128 max file is > 12kb. I'd like to see another one if someone has one greater than 128. I'm thinking they are using mip maps all the way until 8x8. I have to see something bigger to be able to tell. :wink:

Posted: Wed Apr 05, 2006 5:59 am
by ocr_smokngrn
HERE IS A COMPLETE GEAR SET AND A BIKE SET.

http://home.comcast.net/~smesple/Data.rar

iD ALSO LIKE TO UPLOAD A FEW MODELS.

Posted: Wed Apr 05, 2006 6:47 am
by Silver
ocr_smokngrn wrote:HERE IS A COMPLETE GEAR SET AND A BIKE SET.

http://home.comcast.net/~smesple/Data.rar

iD ALSO LIKE TO UPLOAD A FEW MODELS.
Thanks! (seemed my previous post was incorrect now...)

http://rapidshare.de/files/17237528/Data.rar.html
I left my 5 second crap vb ripper in there.

.DXT Header: 24 Bytes
[4] Bytes - Uknown
[4] Bytes - Type 54 = DXT3 / 38 = DXT1
[4] Bytes - Uknown
[4] Bytes - Number of Files. (Mip Maps = - 1)
[4] Bytes - Max Resolution X
[4] Bytes - Max Resolution Y

Each Texture Package is split into own file. For Each File:
[4] Bytes - Dimension X
[4] Bytes - Dimension Y
[4] Bytes - Block/Chunk Size
~ Image

* Each image is listed ascending from lowest resolution to highest.

Edit: oops looks like I found DXT3 :p