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 Post subject: textures ratchet ItN
PostPosted: Sun Feb 05, 2017 6:05 pm 
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Hi, early before have extracted models from ratchet and clank games, the only thing left is the textures, have been trying to get them for weeks without any results, someone who knows how to extract them gave me this instructions

"The textures are not in the irb, only the hash is.

To find the textures
you need to get the hashes from the irb find them in shaders.dat and get the id, find the id in assetlookup.dat and get the size and start of the texture, then manually extract them.

After you manually extract them you will then need to find out what type the texture is (PVRTC, DXT1,DXT5) and manually add a header to it.

Finally you would need to manually fix the textures if they are PVRTC by swaping the the Blue with Alpha ans Red with Green."

Ive tried so many things, but dont know how to start.

Could anyone help?

Thx theismarius

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 Post subject: Re: textures ratchet ItN
PostPosted: Sun Feb 05, 2017 6:28 pm 
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well :), then let's give that a try.
As I've told you I never extracted those textures so let's follow the receipe step by step:

    1) in irb: hash of texture
    2) find hash in shaders.dat, get the id
    3) find id in assetlookup.dat -> get size and start of texture

I don't know about the hashes and the ids, I hope you do, else you've to ask the creator of the receipe for more infos.

So, do you have a hash of a texture from irb file?
If so, use a hex editor to find that hash in the shaders.dat and post a picture of the block
containing the hash, minus x0100 bytes before and +0x100 bytes after (0x200= 512 bytes)

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Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: textures ratchet ItN
PostPosted: Sun Feb 05, 2017 8:37 pm 
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Well, i have a problem, im spanish, and when it says hash, not of the translations found relates with this, so could you tell me what is hesh?


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 Post subject: Re: textures ratchet ItN
PostPosted: Sun Feb 05, 2017 8:59 pm 
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"hash" is some kind of unique number bound to objects or strings.
The wiki description is: a hash is used to "map data of arbitrary size to data of fixed size".
What does that mean? Hashes have constant length (4, 8, 16 whatever) while the strings (for example) bound to them have not.

I don't know which size the hashes in the irbs have. I had a look at a small irb file but I don't have a clue where the hash should be.

In wpn_bat_projectile.entity.irb it might be C3ECE7286B061502, but that's a wild guess only.
(built/tuids/c3e/ c3ece7286b061502)

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Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: textures ratchet ItN
PostPosted: Mon Feb 06, 2017 4:52 pm 
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Incomniac engine uses DXT1, DXT5 and swizzled RGBA8 texture types (they are usually used on detail or HD textures like character faces).
There are cached and uncached archives, uncached have highest mip detail.



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