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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Feb 20, 2017 9:43 pm 
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Because I spend so much time making tools, I rarely get to play with the tools. :mrgreen: I rely on people to report issues, like things not converting. Why I made this program output clear failure info, so people would report it. but since nobody did that, this morning I did 2 things.

A) added recursive batch file support :bleh:
B) ran it on all the files from pack 1

I found 5 new formats I hadn't seen before. So I added supports for 4 of them. The 5th, there was only one example, and it seems to be a type of Cubemap which I will have to dig into more. So if you see any other failures for format code 12 - 7, let me know, because only 1 example isn't much to go on. And if there's still any other codes that don't convert, let me know.

So enjoy the updated version.

- Added recursive batch file support. (place exe and included batch file in root directory, will process all files in all subdirectories, preserving hierarchy. output log is saved to converter.txt)
- Added support for format codes: 16 - 5, 4 -5, 10 - 6, 14 - 5

Enjoy.

Edit: newer below.


Last edited by volfin on Fri Feb 24, 2017 4:45 am, edited 1 time in total.

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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Feb 21, 2017 10:33 am 
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This is great, thank you very much! I found a couple 12 - 7 files, some 2 - 5 files and only one 6 - 7 file. Could you add the file name to the log output? I will send you the files then.

Also do you have any idea about converting the resulting dds files to png? I haven't tried Photoshop yet because I don't have it, and texconv, imagemagick and Noesis fail on many of the files.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Feb 21, 2017 6:37 pm 
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swinei wrote:
This is great, thank you very much! I found a couple 12 - 7 files, some 2 - 5 files and only one 6 - 7 file. Could you add the file name to the log output? I will send you the files then.

Also do you have any idea about converting the resulting dds files to png? I haven't tried Photoshop yet because I don't have it, and texconv, imagemagick and Noesis fail on many of the files.


The file that fails is right above the failure message.

example:
Converting D:\Program Files\SteamLibrary\steamapps\common\Dishonored2\base\out\Pack 1\generated\image\maps\campaign\dust\dust_sky_reflection.bimage7 ( 1 / 1 )
Unknown Format 12 - 7

so dust_sky_reflection.bimage7 failed.

As for conversion, there's very few tools that work with DX10 textures. the Photoshop Intel plugin is about it. But a couple years ago before that was around, I tried to get a command line tool working. You can give it a try, I have no idea if it handles all BCx formats, it may handle some: viewtopic.php?p=126949#p126949

Also I understand the DirectX SDK (June 2010) should have a command line tool as well.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Feb 22, 2017 6:32 am 
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Ah okay, you could put an empty line to make that more obvious. I uploaded the 2 - 5 and 12 - 7 files here. 12 -7 is still only two files but two is better than one :P

About converting the files, I went with the new texconv.exe from DirectXTex, which is based on the SDK. One of the creators says here to use DirectXTex. It fails on two formats: BC6UCube and BC5S, could you take another look at those?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Wed Feb 22, 2017 6:48 pm 
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swinei wrote:
Ah okay, you could put an empty line to make that more obvious. I uploaded the 2 - 5 and 12 - 7 files here. 12 -7 is still only two files but two is better than one :P

About converting the files, I went with the new texconv.exe from DirectXTex, which is based on the SDK. One of the creators says here to use DirectXTex. It fails on two formats: BC6UCube and BC5S, could you take another look at those?


Well there's nothing for me to look at. I output industry standard DDS, which is why they all work with Intel Texturworks. if directxtex is failing it's something on their end. AFAIK that tool was only for Metal Gear Solid V, so probably has some quirks it expects. I'll look at the files you provided when I get time, had one of my PC's disk fail so recovery is my priority atm.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Fri Feb 24, 2017 4:45 am 
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Here's the version that adds support for the 2-5 textures. They aren't very useful, they seem to be data textures for calculating depth of field or something. but they convert now.

The 12-7 textures I simply can't figure out. They might also be strange data. But since there's only less than a handful of them, and they are labeled as a cubemap, I think they are no big loss. I added the format code as a known but non-convertible.

Enjoy


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Mar 06, 2017 4:31 pm 
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Cool! And about those files I couldn't convert:

Quote:
For the BC5S files, they load with DirectXTex/texconv DDS loader just fine. The reason you are getting 80070032 (which is HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED)) is because PNG files don’t support writing the ‘native’ BC5S decompressed pixel format which is R8G8_SNORM. If you provide a format conversion it will work:

texconv addermire_glass_01_n.bimage7.BC5S.dds -ft png -f R8G8B8A8_UNORM

The same problem is impacting your BC6H files because the native decompressed pixel format is R32G32B32A32_FLOAT which again is not a format supported by PNG—it is supported by HDR and WDP (HD Photo):

texconv aud_pr_obe_1397_cube_bc6h_uf16.bimage7.BC6UCube.dds -ft hdr

There is a second issue in that the cubemap files contain 6 images, not just one. The TGA and HDR writers will just write the first image, but the WIC writer tries to encode multi-frame images, but this is not supported by PNG. You can use TIF to encode R32G32B32A32_FLOAT multi-frame images which works as well:

texconv aud_pr_obe_1397_cube_bc6h_uf16.bimage7.BC6UCube.dds -ft tif

or

texconv aud_pr_obe_1397_cube_bc6h_uf16.bimage7.BC6UCube.dds -ft tif -f R8G8B8A8_UNORM

You can also make use of the texassemble tool to write a cubemap in various single-image ways:

texassemble h-strip aud_pr_obe_1397_cube_bc6h_uf16.bimage7.BC6UCube.dds -o cube.png -f R8G8B8A8_UNORM

-Chuck Walbourn

https://blogs.msdn.microsoft.com/chuckw/


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Mar 06, 2017 6:11 pm 
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Ah, glad you were able to find a solution. I figured it had to be something with their tool. I appreciate you providing the details, they are interesting. :)


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Mar 13, 2017 4:39 pm 
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Have weights been figured out yet?


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Mar 13, 2017 5:05 pm 
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they probably could be, but I have no time to spend on it.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Fri Apr 07, 2017 8:20 am 
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I can't seem to get the converter to work? something about missing a heap.dll


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 01, 2018 4:22 pm 
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Hey @volfin, thanks for the wonderful converter. Really helped me digging around the Dishonored game files. I just have two questions:

I've converted a few of the bimage textures to DDS using your converter, and then to PNG using Photoshop and the DDS plugin; mostly in-game posters and signs.

However they appear to be stretched thin a lil bit, see attached image. Anyone know the correct ratio the images should be in? I can then just resize the PNGs in Photoshop, but I want to know what ratio they should be. Image

Secondly; I can't find anywhere the textures for Delilah's paintings that appear in end of Dunwall Tower. They don't appear to be in any of the normal folders like /pickups or /props. I've gone through hundreds of files. Are they stored in the maps directly...? Shame as they're really nice.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 01, 2018 6:16 pm 
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You'd have to find the mesh that the poster textures were applied to. They likely used the mesh UV mapping to alter the ratio. It would probably be easier to take a screenshot in-game and eyeball what the in-game ratio should be.

I don't know anything about the location of Delilah's Paintings, sorry.


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Mon Jan 01, 2018 11:36 pm 
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On a related note, what about the paintings in general, the art-canvas looking ones? Id love to extract them and see what the would look like in the real world, on a real canvas print. But I cant find the asset files in the extracted resource container files!?

EDIT: Looks like I found them in
game2.resources\generated\image\models\environment\props\generic\paintings_large

Not all of them mind you but its a start!


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 Post subject: Re: Dishonored2 (.bimage7)
PostPosted: Tue Jan 02, 2018 7:57 am 
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Hey @Kodachrome,

I actually found all the paintings in the files for Dishonored 2 Death of the Outsider! DofO basically seems to have all the textures from the original game in it's files, and has a lot of missing textures I've not been able to find (because they're stored directly in the map files maybe?). I've uploaded the PNGs for you here: https://drive.google.com/open?id=1rlANv ... 89JsOsbPNx
However, most of the paintings are actually concept art for the games - so you can generally find higher quality images online on ArtStation, or in the various art books. The textures are unfortunately fairly low quality.

@volfin thanks, good shout. I'll try that!


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