XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Mon May 21, 2018 1:27 pm

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 59 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Feb 07, 2016 2:06 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times

[out]

You can make the ads go away by registering



Last edited by Wobble on Sun Mar 12, 2017 10:49 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Sun Feb 07, 2016 1:29 pm 
Offline
ultra-n00b

Joined: Wed Jan 06, 2016 10:12 pm
Posts: 2
Has thanked: 0 time
Have thanks: 0 time
Some interesting progress is going on here.


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 6:23 am 
Offline
Moderator
User avatar

Joined: Mon Mar 23, 2009 2:57 am
Posts: 1007
Has thanked: 44 times
Have thanks: 479 times
I don't have this game/data, and looking at the samples provided on page 1 the rip is clearly fucked. Thoughts:

- No runtime is going to be intuiting image format/size from file size, find the proper place to get reliable header data (possibly another archive/binary entirely) before running around in circles.
- Don't use the raw untile function on DXT data. The routines for each are very different. (the Noesis implementation isn't based on any existing code in the wild)
- Some of the "garbled pixels" shots provided in this thread are telltale signs of trying to interpret tiled DXT1 as tiled DXT5.
- You aren't limited to DXT1-5, a number block compression formats are also possible which don't even fall under moden BC*, including a DXT1 normal map compression. (Noesis supports these as well)
- Tiling/twiddling/etc. is of course lossless. If you think about the reason to use any form of micro/macro tiling mode, and what Morton coordinates give you, you can see that it's all about maximizing efficiency of the texture cache. It's just the same data, but sampling patterns are usually going to dictate that caching that texture block that lays out linearly in memory is going to be of much greater benefit than caching the rest of a linear-ordered row of pixels occupying the same memory.
- You need to be obeying expectations for implicit alignment between rows (or rows of blocks in the case of DXT), mipmaps, and cube faces as applicable. For example, a 30x30 DXT1 texture will contain block data for a 32x32 texture, as a single DXT block represents 4x4 texels. There are also different alignment/padding requirements depending on the format/tiling for mipmaps and cubemaps. Tiling may also dictate row alignment/padding beyond DXT block-alignment. If variable modes are employed then the correct header data for each texture no doubt specifies this.

Ok, have fun.


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 9:42 am 
Offline
VIP member
VIP member
User avatar

Joined: Wed Nov 05, 2008 12:16 pm
Posts: 1087
Has thanked: 2124 times
Have thanks: 598 times
gistech wrote:
Some interesting progress is going on here.

Indeed! :D

Image


*i removed the attached file and turned off logPopup, see the first post for this Noesis python plugin*


Thanks to chrrox for the base code from fmt_star_wars_kinect_tga.py.
This script is titled for SWBF3 but it is mostly universal for swizzled 360 textures.
You have to open the script and set the format type, width and height.
i have not tested on a lot of textures, its pretty much trial and error but it should get the job done.

:D

_________________
Noesis
Hex2obj
QuickBMS
Unity Studio
TextureFinder


Last edited by AceWell on Thu Feb 11, 2016 2:16 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 9:48 am 
Offline
mega-veteran
mega-veteran

Joined: Sun Aug 22, 2010 10:14 pm
Posts: 161
Has thanked: 35 times
Have thanks: 11 times
AceWell wrote:
gistech wrote:
Some interesting progress is going on here.

Indeed! :D

Image

Attachment:
fmt_SWBF3_x2t.zip


Thanks to chrrox for the base code from fmt_star_wars_kinect_tga.py.
This script is titled for SWBF3 but it is mostly universal for swizzled 360 textures.
You have to open the script and set the length of data in bytes, format type, width and height.
i have not tested on a lot of textures, its pretty much trial and error but it should get the job done.

:D


Alright so most of the characters are what 1024x1024? but what are the faces 512x512?


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 10:15 am 
Offline
VIP member
VIP member
User avatar

Joined: Wed Nov 05, 2008 12:16 pm
Posts: 1087
Has thanked: 2124 times
Have thanks: 598 times
I don't know you'll have to play around with the settings.

I forgot to turn off the logPopup in the script, you comment line 7 out with this # so it won't appear. :oops:

maybe someday we can hook the script into a tool window. :D

_________________
Noesis
Hex2obj
QuickBMS
Unity Studio
TextureFinder


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 11:12 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times
[out]


Last edited by Wobble on Sun Mar 12, 2017 10:49 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 11:14 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times
[out]


Last edited by Wobble on Sun Mar 12, 2017 10:49 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Mon Feb 08, 2016 5:08 pm 
Offline
mega-veteran
mega-veteran

Joined: Sun Aug 22, 2010 10:14 pm
Posts: 161
Has thanked: 35 times
Have thanks: 11 times
Wobble wrote:
Here is the fixed Noesis plugin.

Attachment:
x2t_image_noesis_final.zip


Thanks all!


So i'm finding a lot of textures that aren't working mainly if you go by name in Noesis and go down to 7efb9702.x2t that's where i started cause i was looking for the DC15 carbine first person texture and i found that.

From what i'm seeing all the texture that are after 6fd20406m.x2t to the end of 7ffad30at.x2t are broken and that's just what i've viewed so far, but some of them are so small it doesn't even matter but the ones that aren't are broken.

There are way more i'm seeing now.


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 12:27 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times
[out]


Last edited by Wobble on Sun Mar 12, 2017 10:50 am, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 12:35 am 
Offline
mega-veteran
mega-veteran

Joined: Sun Aug 22, 2010 10:14 pm
Posts: 161
Has thanked: 35 times
Have thanks: 11 times
Wobble wrote:
JakeGreen wrote:
So i'm finding a lot of textures that aren't working mainly if you go by name in Noesis and go down to 7efb9702.x2t that's where i started cause i was looking for the DC15 carbine first person texture and i found that.

From what i'm seeing all the texture that are after 6fd20406m.x2t to the end of 7ffad30at.x2t are broken and that's just what i've viewed so far, but some of them are so small it doesn't even matter but the ones that aren't are broken.

There are way more i'm seeing now.


There are still textures with zero headers. Nothing is going to fix that.
If you need to see a particular texture, then you need to guess its header.

For example, if you want to see the storm trooper texture posted above, add this to the filename:

Code:
7f40ed02.x2t  ->   7f40ed02 1024 1024 32 5.x2t


Always use spaces to separate parameters.



Alright, well i've noticed some of the vehicle textures you can view them but they look like this.

They mostly look like they are complete just wrong format.

Image


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 12:37 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times
[out]


Last edited by Wobble on Sun Mar 12, 2017 10:50 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 1:09 am 
Offline
mega-veteran
mega-veteran

Joined: Sun Aug 22, 2010 10:14 pm
Posts: 161
Has thanked: 35 times
Have thanks: 11 times
Wobble wrote:
JakeGreen wrote:
They mostly look like they are complete just wrong format.


You got it right, just the wrong size. When you see a texture with "bands" like that, it means you need to increase the texture size by a power of 2. If you picked 512x512, go up to 1024x1024.

Try:
Code:
0350b882 2048 2048 32 5.x2t


Ah that works great i kept having problems with it even after i seen your updated post and i realized i had Acewell's plugin in there and once i removed it that did the trick.


Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 1:34 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Tue Jan 04, 2005 9:47 pm
Posts: 585
Has thanked: 43 times
Have thanks: 112 times
[out]


Last edited by Wobble on Sun Mar 12, 2017 10:50 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)
PostPosted: Tue Feb 09, 2016 1:37 am 
Offline
mega-veteran
mega-veteran

Joined: Sun Aug 22, 2010 10:14 pm
Posts: 161
Has thanked: 35 times
Have thanks: 11 times
Wobble wrote:
If you want a texture loader that uses a "fixed" size, all the time, then using his Python script is a good idea.
You can scan for all 1024x1024 textures, and nothing else.


Well so far i've found textures that have been so messed up with pixels and used your method and it worked perfectly.



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 59 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group