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 Post subject: WRC7 .PTX textures
PostPosted: Mon Dec 25, 2017 11:11 pm 
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Hi!

I try to edit some textures from the last WRC game, unfortunately once I extracted archives, I find a lot of .PTX textures. I'm quite conviced it's some sort of .DDS since it mentions DXT1/3/5 when reading it with an hex editor. I saw that someone else already asked something similar for WRC6, unfortnately no one answered.

If anyone know how to go to/from PTX to a more standard format, it will be greatly appreciated! :D

An example texture has been joined to the post :)


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 Post subject: Re: WRC7 .PTX textures
PostPosted: Wed Dec 27, 2017 11:45 am 
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Normal un-compressed/un-obfuscated DXT3/5 file with MipMaps (Big endian!). See attachement

This file has modified/damaged DDS format, but you'll be fine if you read it after normal DDS header size. Anyway, just grab sample DXT1 DDS file and rebuild header.


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 Post subject: Re: WRC7 .PTX textures
PostPosted: Wed Dec 27, 2017 2:58 pm 
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its not big-endian or modified/damaged, just typical dxt stored in RIFF container with a 130 byte header.
seems the data might be stored in max chunk size of 0x80000, though before i make a script i need more
variety of samples to look at for compare. i plan on making a script to work with both WRC6 and WRC7. :D

https://en.wikipedia.org/wiki/Resource_ ... ile_Format

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 Post subject: Re: WRC7 .PTX textures
PostPosted: Thu Dec 28, 2017 1:34 pm 
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AceWell wrote:
its not big-endian or modified/damaged, just typical dxt stored in RIFF container with a 130 byte header.


Every day I learn something new, I though RIFF is only audio file. Thanks!


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 Post subject: Re: WRC7 .PTX textures
PostPosted: Tue Jan 02, 2018 11:35 pm 
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Wow! Great news! Thanks a lot!


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 Post subject: Re: WRC7 .PTX textures
PostPosted: Wed Jan 03, 2018 12:22 am 
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if you upload more samples i will make a Noesis python script (:

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 Post subject: Re: WRC7 .PTX textures
PostPosted: Wed Jan 03, 2018 1:01 am 
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it got brembos on it. :)


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