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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Dec 26, 2016 1:55 am 
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windswept wrote:
I managed to pull a few prop textures but when I got to characters (specifically The Outsider texture group, like t_str_outsider01_body_d.bimage7) the converter crashes on me with no error. Is it just me?

Edit: Alright, so over on my end when I use the command line with any file that doesn't include Mip0 files, I just get a program has stopped working error. Anything with Mips convert out and I can open them no problem.


I'd need example filename and extraction directory location.

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Dec 26, 2016 3:20 pm 
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Sure! I'm copying out everything from \generated\image\models\characters\tall\str\outsider\textures, and any of those files singled out in a folder by themselves return a generic "Dishonored2_tex.exe has stopped working" error after I put in the command and the program confirms it's going to start converting the first file in the folder.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Dec 26, 2016 6:23 pm 
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windswept wrote:
Sure! I'm copying out everything from \generated\image\models\characters\tall\str\outsider\textures, and any of those files singled out in a folder by themselves return a generic "Dishonored2_tex.exe has stopped working" error after I put in the command and the program confirms it's going to start converting the first file in the folder.


I can't reproduce the error. I tried with those files from both Game2.Resources, and Game3.Resources. Both directories contain 52 files, you must have all 52 present. I run the utility on the files and...

Image

all 19 textures converted successfully. The only possible thing I can think of is if you use a pathname that is too long, or has strange characters in it. As you see I ran it from the file directory itself. If you find out what is causing the failure, let me know, for future reference. Thanks :)


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 02, 2017 9:57 pm 
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AceWell wrote:
adol365 wrote:
I can't see any glyphs. It's black.

Noesis has native support for that dx10 image :D


It doesn't work. Ive tried texture finder (which does display it if you compile it with the dev made dishonored 2 script but I doesnt render it properly), noesis, photoshop with Intel Texture Works Plugin. Nothing Works! Please I really want to view bimage7 files.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 02, 2017 10:04 pm 
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swinei wrote:
Oh yeah I figured that out after a lot of trial and error :P

I made a bms for the DXT5 .bimage7s

Code:
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x02\x00\x00\x01\x00\x00\x80\x03\x00\x00\x00\x40\x0C\x00\x00\x00\x00\x00\x01\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\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\x35\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"



get NAME basename
string NAME += ".dds"

get Id longlong
get Null long
get CompressionChar long
get Parl long
get Mipmaps long

goto 0x46
get WIDTH long
get HEIGHT long
get SIZE long
savepos OFFSET

putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 SIZE long

append
log MEMORY_FILE OFFSET SIZE
append

get DDSSIZE asize MEMORY_FILE
log NAME 0 DDSSIZE MEMORY_FILE


The problem now is that only some are in DXT5. Is there a way to automatically detect which compression it is? I couldn't figure anything out from the BIMAGE header

Also some textures have a .bimage7 and bimage7_mip0/1/2/3. Those are different sizes of the same texture but the _mips only contain the image data. I'm currently working on a script that stitches those parts together, I'll share it when it's done.


I run the script and it creats the dds file but its color is extremely messed up however I can still make out the outline of the object. Its the same thing that happens when Im using Texture Finder


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 02, 2017 10:05 pm 
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swinei wrote:
Oh yeah I figured that out after a lot of trial and error :P

I made a bms for the DXT5 .bimage7s

Code:
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x02\x00\x00\x01\x00\x00\x80\x03\x00\x00\x00\x40\x0C\x00\x00\x00\x00\x00\x01\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\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\x35\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"



get NAME basename
string NAME += ".dds"

get Id longlong
get Null long
get CompressionChar long
get Parl long
get Mipmaps long

goto 0x46
get WIDTH long
get HEIGHT long
get SIZE long
savepos OFFSET

putVarChr MEMORY_FILE 0XC HEIGHT long
putVarChr MEMORY_FILE 0x10 WIDTH long
putVarChr MEMORY_FILE 0x14 SIZE long

append
log MEMORY_FILE OFFSET SIZE
append

get DDSSIZE asize MEMORY_FILE
log NAME 0 DDSSIZE MEMORY_FILE


The problem now is that only some are in DXT5. Is there a way to automatically detect which compression it is? I couldn't figure anything out from the BIMAGE header

Also some textures have a .bimage7 and bimage7_mip0/1/2/3. Those are different sizes of the same texture but the _mips only contain the image data. I'm currently working on a script that stitches those parts together, I'll share it when it's done.


I run the script and it creats the dds file but its color is extremely messed up however I can still make out the outline of the object. Its the same thing that happens when Im using Texture Finder


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 02, 2017 10:44 pm 
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volfin wrote:
Attached is texture converter for Dishonored 2. It should support conversion of all texture types, except for one I can't quite figure out yet. (but it's a very rare type, won't really affect anything).

Be sure the *.bimage7_mip0 file is with the base *.bimage7 file if one exists; the utility will detect when one is supposed to be there and try to access it (to output the highest resolution texture possible).

Also at this time, Cubemaps aren't converted properly, only one side of the cube is converted. I'll continue to work to output a proper cubemap.

Normal maps will appear grey, this is because the Blue channel is set grey. Set Blue channel to White to produce a typical Normal Map used in most applications.

if the utility outputs any unknown format codes, feel free to share the filename of the bimage7 file that produces the code so I can add support.

Enjoy.

Edit: Fixed Cubemap support.


It goes to not responding one I try to compile whale_wet_01_d.bimage7 (Ive checked there's no mip files)


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Jan 03, 2017 12:36 am 
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MrKred wrote:
It goes to not responding one I try to compile whale_wet_01_d.bimage7 (Ive checked there's no mip files)


I have mip files, the *.mip0 is required.

Image

However, it's not much use, it seems the unpacker is spitting out bad data:
Image

You can make out "DUNWALL" at the bottom if you squint, this Mip0 block isn't the right data. So the texture is not recoverable. I suspect the actual data is considered "Shared" since this texture exists in both Pack 2 and Pack3 (shared_2_3...)

The fact remains that out of all the resource files, "Share_2_3.sharedrsc" is still not unpacked. It contains all the data shared between the "Good" and "Bad states of the world as you progress. So i'm not surprised to see something missing. Much in the game is missing because this file is still not unpacked.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Jan 03, 2017 3:08 am 
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MrKred wrote:
AceWell wrote:
adol365 wrote:
I can't see any glyphs. It's black.

Noesis has native support for that dx10 image :D


It doesn't work. Ive tried texture finder (which does display it if you compile it with the dev made dishonored 2 script but I doesnt render it properly), noesis, photoshop with Intel Texture Works Plugin. Nothing Works! Please I really want to view bimage7 files.

i don't know what you are trying to do here but the dx10 texture
i was refering to from michalss' post certainly opens fine in Noesis (:
viewtopic.php?p=124204#p124204
and adol365 confirmed it works in Photoshop with the Intel-Texture-Works-Plugin too

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Fri Jan 13, 2017 9:53 pm 
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volfin wrote:
The fact remains that out of all the resource files, "Share_2_3.sharedrsc" is still not unpacked. It contains all the data shared between the "Good" and "Bad states of the world as you progress. So i'm not surprised to see something missing. Much in the game is missing because this file is still not unpacked.


You can extract non compressed data from sharedrsc, see http://zenhax.com/viewtopic.php?f=9&t=3678
I'm still trying to extract compressed files but I'm not getting anywhere. Hopefully somebody can help.

There's also some image data somewhere in the .iggy files, any clue on how to get to that?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Sat Jan 14, 2017 12:25 am 
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swinei wrote:
volfin wrote:
The fact remains that out of all the resource files, "Share_2_3.sharedrsc" is still not unpacked. It contains all the data shared between the "Good" and "Bad states of the world as you progress. So i'm not surprised to see something missing. Much in the game is missing because this file is still not unpacked.


You can extract non compressed data from sharedrsc, see http://zenhax.com/viewtopic.php?f=9&t=3678
I'm still trying to extract compressed files but I'm not getting anywhere. Hopefully somebody can help.

There's also some image data somewhere in the .iggy files, any clue on how to get to that?


I recall there's a whole thread about the Iggy format elsewhere in the forum. I think under Localization.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Jan 17, 2017 9:25 am 
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There's now a way to unpack shared_2_3.sharedrsc. Nice work by swinei figuring it mostly out. :keke:

http://zenhax.com/viewtopic.php?p=20249#p20249

and yeah that missing whale texture is in there. :D


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Jan 18, 2017 8:13 pm 
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volfin wrote:
I recall there's a whole thread about the Iggy format elsewhere in the forum. I think under Localization.


Yeah, but that's mostly about the fonts. I'll definitely check it out.

volfin wrote:
There's now a way to unpack shared_2_3.sharedrsc. Nice work by swinei figuring it mostly out. :keke:

http://zenhax.com/viewtopic.php?p=20249#p20249

and yeah that missing whale texture is in there. :D


Props to you too! :) I used dishonored2.bms 0.2.1 on all the index files and didn't get any errors.

e: I noticed that some files have the same name but different file sizes. Do you know what's up with that?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Jan 18, 2017 11:31 pm 
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swinei wrote:
volfin wrote:
I recall there's a whole thread about the Iggy format elsewhere in the forum. I think under Localization.


Yeah, but that's mostly about the fonts. I'll definitely check it out.

volfin wrote:
There's now a way to unpack shared_2_3.sharedrsc. Nice work by swinei figuring it mostly out. :keke:

http://zenhax.com/viewtopic.php?p=20249#p20249

and yeah that missing whale texture is in there. :D


Props to you too! :) I used dishonored2.bms 0.2.1 on all the index files and didn't get any errors.

e: I noticed that some files have the same name but different file sizes. Do you know what's up with that?


yeah I think at least in the case of mip files, they probably handle high/ultra texture config that way. bigger files are higher rez textures. anything else, I don't know.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Feb 20, 2017 11:52 am 
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volfin wrote:
yeah I think at least in the case of mip files, they probably handle high/ultra texture config that way. bigger files are higher rez textures. anything else, I don't know.


That makes sense. I converted all available bimage7 files to dds, there are about 600 files from the unknown format. I tried converting the dds files to png but many of them fail. I tried texconv imagemagick and Noesis. Noesis says it can't read the header. Could you share the source of your tool? I wanna try to change the headers to be able to convert them. Another thing I'd like to implement is recursive folder search because I'd like to keep the folder structure.



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