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 Post subject: DFF textures/images
PostPosted: Sun Jan 14, 2018 11:09 pm 
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Hello o/

I've come to request some help in converting textures and images to a usable format (PNG for example).

Any help in figuring out how to properly read such files is appreciated.

Thanks in advance!


Last edited by Sorans on Sun Nov 04, 2018 7:34 pm, edited 10 times in total.

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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Mon Jan 15, 2018 3:54 am 
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Sorans wrote:
.... I've tried using AceWell's Texture Finder v2.1 ....

i wish, but no it was made by Iceberg, though i probably use it more than he does. :D
stl_chara_0069.g1t is 512x512 ABGR4444,
not sure of WorldMap.g1t format, the header says it it is 2048x2048 though. :]
i guess being from a mobile game it could be a mobile compressed format,
you could run it through PVRTexTool to check.



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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Mon Jan 15, 2018 2:46 pm 
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Thanks for the swift answer! Corrected the slight mistake.

The tool you mentioned has been getting me good results. Thanks :)
Would you care to teach me how to figure out the size of the images from the header? I've been doing nothing but trial and error to find it, but I'm now wondering how it can be figured out from the header directly?

Thanks to your suggestion and after reading about Android supported format, I found out that the World Map uses ETC1 compression.


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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Mon Jan 15, 2018 8:43 pm 
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Sorans wrote:
Would you care to teach me how to figure out the size of the images from the header? I've been doing nothing but trial and error to find it, but I'm now wondering how it can be figured out from the header directly?


the byte at 0x26 stores the width and height in the high and low bit, each of these are multiplied by power of 2 by that many.
for example if the byte is 0x99
the width = power of 2 multiplied 9 times
2x2x2x2x2x2x2x2x2 = 512
the height = power of 2 multiplied 9 times
2x2x2x2x2x2x2x2x2 = 512

the width and height is 512x512 :D

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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Tue Jan 16, 2018 1:13 pm 
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That has been very useful, thanks :D

Could I bother you with another question? How would you go about splitting a G1T file that contains multiple assets? It's not compressed and uses RGBA 4444.
I've looked at the raw data and it clearly has many different textures inside. Opening the whole file in PVRTexTool have been kinda okay but the limitations of its raw data wrapping are obvious when I open big files.


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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Wed Jan 17, 2018 12:54 am 
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you have to post some samples but you could handle it a couple of ways,
split to individual files and read them or read them from the container in sequence.

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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Wed Jan 17, 2018 3:26 pm 
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Hello AceWell,

Would it be simple enough to split them by looking at headers and figuring out their size?


Last edited by Sorans on Thu Jan 18, 2018 5:57 pm, edited 1 time in total.

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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Thu Jan 18, 2018 3:23 am 
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okay since your sample only contained 2 easy formats i just made a Noesis python script :D

it supports abgr4444 (0x36) and rgba8888 (0x0)

and here is bms script to just split the files if you encounter a container with unsupported format :D
Code:
# script for QuickBMS http://quickbms.aluigi.org

idstring "GT1G0600"
get TOTAL_SZ long
get TABLE_OFFSET long
get FILES long
goto TABLE_OFFSET
savepos BASE_OFFSET
for i = 1 to FILES
   get NAME basename
   string FOLDER = NAME
   string NAME p "%s\%d.g1t" FOLDER i
   get OFFSET long
   savepos TMP
   math OFFSET + BASE_OFFSET
   if i == FILES
      xmath SIZE "TOTAL_SZ - OFFSET"
   else
      get NEXT_OFFSET long
      math NEXT_OFFSET + BASE_OFFSET
      xmath SIZE "NEXT_OFFSET - OFFSET"
   endif
   log NAME OFFSET SIZE
   goto TMP
next i

this script will leave the original 8 byte header in each extracted file.
the format is the byte at 0x1
the width and height are stored in the high/low bits of the next byte at 0x2
then skip 5 bytes to go to start of image data :)


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Last edited by Acewell on Sat Jan 20, 2018 1:53 am, edited 2 times in total.

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 Post subject: Re: Dissidia Opera Omnia G1T textures/images
PostPosted: Thu Jan 18, 2018 12:04 pm 
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You've been extremely helpful, thank you AceWell :)


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