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 Post subject: Brute Force (XBOX 2003) - .tex files format
PostPosted: Sun Feb 04, 2018 1:31 pm 
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Hello everyone!

I've been digging through the files of a very underrated yet amazing game called Brute Force for the original Xbox back in the day.
I managed to rip the sounds, but the problem now is obtaining textures for the HUD, characters, effects and even environment.

As I searched, I stumbled upon .tex files that must have the data needed.
I uploaded a sample here. Thanks for reading and I'm looking forward to a solution!


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 Post subject: Re: Brute Force (XBOX 2003) - .tex files format
PostPosted: Sun Feb 04, 2018 8:08 pm 
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headerless archive containing varying formats and sizes,
there must be an index file somewhere with offsets etc.
or just use TextureFinder and patience to split it. :]

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 Post subject: Re: Brute Force (XBOX 2003) - .tex files format
PostPosted: Sun Feb 04, 2018 9:39 pm 
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I found a .xmb files with what might be needed for the common textures: here.


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 Post subject: Re: Brute Force (XBOX 2003) - .tex files format
PostPosted: Mon Feb 05, 2018 4:08 am 
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for now here is a bms script that will split and name the texture data from tex according to the info in xmb :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

Open FDSE "textures-common.tex" 1

get FOLDER basename
idstring "BXML"
goto 0xc48
for i = 1 to 258
   get HASH long
   get FORMAT byte
   get UNK threebyte
   get MIPS long //??
   get WIDTH long
   get HEIGHT long
   get UNK2 byte
   get OFFSET long
   get SIZE long
   string NAME p "%s\%03d_%08x_%02d_%04d_%04d_%02x.dxt" FOLDER i HASH MIPS WIDTH HEIGHT FORMAT
   log NAME OFFSET SIZE 1
next i

you open the textures-common.xmb file and the script will automatically find the textures-common.tex file if they are next to each other.

i didn't bother with adding headers here because there is a couple of swizzled formats,
i will try make a Noesis python script soon with this info to display the texture sequence. :D

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Last edited by AceWell on Fri Feb 16, 2018 2:12 pm, edited 1 time in total.

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 Post subject: Re: Brute Force (XBOX 2003) - .tex files format
PostPosted: Mon Feb 05, 2018 5:58 pm 
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Awesome! I got a bunch of .dxt texture files, wonder how to convert them to png..


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 Post subject: Re: Brute Force (XBOX 2003) - .tex files format
PostPosted: Fri Feb 16, 2018 2:20 pm 
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i modified the previous bms script to log consistent header info into the filename so
it works with this Noesis python script, so you'll have to extract the dxt files again :D

supports dxt3 and main mip only
all but 23 of those extracted textures are dxt3 and the python script only supports dxt3 currently,
most of the unsupported formats are too small or not diverse enough for me to figure out as easily
so i'm not going to struggle decoding them, you have enough to work with for now i think. :]
i may come back around to this at a later time unless someone else gets to it first. :D


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