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 Post subject: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sat Jan 23, 2016 6:34 am 
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This thread is about converting x2t texture files of various size from the cancelled Free Radical game where they have no header and only some have a footer with info about the texture.

Image

here is the Noesis python plugin for the x2t textures i originally released on page 3 of this thread

Thanks to chrrox for the base code from fmt_star_wars_kinect_tga.py.
The script goes in the Noesis\plugins\python folder
it is titled for SWBF3 but is mostly universal for swizzled 360 textures.

edit
After a bit of testing i have determined there was no noticable consequence to
removing the byte read length setting from the script, at first i was concerned
the footer bytes would shift the image data but i don't see any ill effects.
Now you only have to open the script and set the format type, width and height. :D



........................................................................................
Wobble created a compiled dll for this format too here
viewtopic.php?p=115665#p115665

Read the thread from then forward for details on usage


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Last edited by AceWell on Sat Feb 13, 2016 9:16 am, edited 7 times in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Jan 25, 2016 5:07 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:52 am, edited 2 times in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 2:49 am 
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The mysterious texture format here is the main thing holding us back and i'm curious what results could come from running these x2t samples through a couple of the unreleased tools in the thread here
viewtopic.php?f=18&t=12224

mainly EcheloCross's Game Format Scanner or michalss's Texture Convertor (PC,X360)
viewtopic.php?p=100537#p100537
viewtopic.php?p=103260#p103260

:scaredy:

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 8:01 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:52 am, edited 4 times in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 8:23 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:52 am, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 9:23 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:52 am, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 11:11 am 
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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Jan 31, 2016 2:13 pm 
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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 01, 2016 4:40 am 
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I sent michalss a message to see if he could get any decent results from the x2t samples with his Texture Convertor (PC,X360) but Noesis looks like it should be capable of untiling these textures too according to some things in __NPReadMe.txt

{"imageUntile360Raw", Noesis_ImageUntile360Raw, METH_VARARGS, "returns untiled raw pixel data. (Oiii)"}, //args=source image array, width, height, bytes per pixel
{"imageUntile360DXT", Noesis_ImageUntile360DXT, METH_VARARGS, "returns untiled dxt pixel data. (Oiii)"}, //args=source image array, width, height, block size (e.g. 8 for dxt1, 16 for dxt5)

I have no clue how to set up a python script to read raw image data and have it displayed untiled in the program though. :(
i'll look for this unbundler and see if i can get anything out of it.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 01, 2016 6:04 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:53 am, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 01, 2016 11:19 am 
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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 02, 2016 7:31 am 
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Last edited by Wobble on Sun Mar 12, 2017 10:53 am, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 02, 2016 7:49 am 
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Wobble wrote:
I don't know Python well, but I know C. It looks like you can create C plugins too with Noesis.
So, I create a simple one from the PCX image source.

Functions:
Code:
   //untiles raw pixel data
   void            (*Noesis_UntileImageRAW)(BYTE *dst, BYTE *src, int dstSize, int imgW, int imgH, int bytesPerPix);
   //untiles dxt-encoded pixel data
   void            (*Noesis_UntileImageDXT)(BYTE *dst, BYTE *src, int dstSize, int imgW, int imgH, int blockSize);


I think calling RAW on scroller_right.x2t actually works. That is a 32-bit uncompressed image, swizzled.


But, it fails for others. They might be DXT. I haven't had enough time to test more. Lots of files have zero headers.
Might have to guess width,height based on file size of other files with good headers.


Um i would most likely guess most if not all characters would be like 1024x1024,weapons around 512x512 (maybe some 1024x1024 for first person view models) and vehicles around those 2 some could be higher, but with it being a quick and dirty pc to xbox 360 port some of them could be higher just not scaled right for the xbox 360 yet.


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 02, 2016 4:41 pm 
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Last edited by Wobble on Sun Mar 12, 2017 10:53 am, edited 2 times in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 02, 2016 7:33 pm 
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Last edited by Wobble on Sun Mar 12, 2017 10:53 am, edited 3 times in total.

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