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 Post subject: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sun Feb 11, 2018 7:06 pm 
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Need some help converting these phyre.dds files

Here's some samples


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 Post subject: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
PostPosted: Mon Feb 12, 2018 2:34 am 
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here is a Noesis python script to open your 3 samples :D
*script updated Feb 28, 2018*

supports argb8, bc5, a8, dxt5


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Last edited by AceWell on Thu Mar 01, 2018 1:31 am, edited 1 time in total.

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 Post subject: Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
PostPosted: Mon Feb 12, 2018 5:23 am 
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AceWell wrote:
here is a Noesis python script to open your 3 samples :D

supports argb8 and bc5

Thank you very much agaian it works, but it conflicts with the ffx hd plugin i need to disable it to use this one.


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 Post subject: Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
PostPosted: Mon Feb 12, 2018 4:19 pm 
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AceWell wrote:
here is a Noesis python script to open your 3 samples :D

supports argb8 and bc5


Hello.
I have some .phyre from PS4 games, it look very like that 3 samples. Unfortunately not support by tex_FinalFantasyXIIZA_PC_phyre.py
It's there a Noesis python script or bms script support .phyre from PS4?
Here is my samples


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 Post subject: Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
PostPosted: Sun Feb 18, 2018 1:52 am 
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onelight wrote:
Hello.
I have some .phyre from PS4 games, it look very like that 3 samples. Unfortunately not support by tex_FinalFantasyXIIZA_PC_phyre.py


Just the file structures are similar, since they are both phyre engine files. The texture data in your samples isn't just raw pixels or block compression like FFX. I guess there is some additional compression because of the GNM format.


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 Post subject: Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
PostPosted: Wed Feb 28, 2018 1:04 pm 
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AceWell wrote:
supports argb8 and bc5

Hello, AceWell.
Can you add support more textures?
Samples:


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Thu Mar 01, 2018 1:33 am 
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okay i updated the script here to support dxt5 and a8 also
viewtopic.php?p=137846#p137846
the only one i could not get was the cubemap, still not sure how to read and display those properly. :(
i guess if you need that one bad enough you can just use TextureFinder. :D

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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Thu Mar 01, 2018 8:35 am 
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Ace, you're fantastic...

Anychance you could shed some light on some *.cm files?
Texturefinder for sure reveals some obvious images.. not sure what to make of them..

here are some samples..


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Fri Mar 02, 2018 8:40 pm 
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are those samples from this same game? they sure don't look like phyre files to me. :eek:
not much i can do with them, i can only help break down the chunks to better see what is happening. :D
this bms script will split the chunks into individual files from cm samples (i wish we had spoiler tags here (: )
Code:
# script for QuickBMS http://quickbms.aluigi.org

get EXT extension
if EXT == cm
    get FOLDER basename
    idstring "\x40FRP"
    get ZERO long
    get DATA_SIZE long
    get FILES long
    goto 0x30
    for i = 1 to FILES
        get OFFSET long
        math OFFSET + 0x30
        savepos TMP
        goto OFFSET
        get SKIP byte
        getdstring EXT 3
        get SKIP long
        get SIZE long
        string NAME p "%s\%s_%d.%s" FOLDER FOLDER i EXT
        log NAME OFFSET SIZE
        goto TMP
    next i
elif EXT == FTE
    get FOLDER basename
    idstring "\x40FTE"
    get ZERO long
    get DATA_SIZE long
    get FILES long
    goto 0x40
    for i = 1 to FILES
        get UNK long
        get WIDTH short
        get HEIGHT short
        get UNK long
        get UNK2 long
        get ZERO long
        get SIZE long
        get OFFSET long
        get UNK4 long
        string NAME p "%s_%s\%02d_%03d_%03d.texd" FOLDER EXT i WIDTH HEIGHT
        log NAME OFFSET SIZE
    next i
elif EXT == FCT
    get FOLDER basename
    idstring "\x40FCT"
    get ZERO long
    get DATA_SIZE long
    get FILES long
    goto 0x30
    for i = 1 to FILES
        get UNK long
        get UNK2 long
        get UNK3 long
        get OFFSET long
        savepos TMP
        if i == FILES
            xmath SIZE "DATA_SIZE - OFFSET"
        else
            goto 0xc 0 seek_cur
            get NEXT_OFFSET long
            xmath SIZE "NEXT_OFFSET - OFFSET"
        endif
        string NAME p "%s_%s\%02d.pald" FOLDER EXT i
        log NAME OFFSET SIZE
        goto TMP
    next i
endif

the FCT and FTE chunks can be broken down further with this script into the number of files they contain,
i believe the FTE files contain series of image data while the FCT files contain series of palette data,
but i'm not sure, this is too chaotic for me and i've only dabbled with paletted images previously. :)

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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sat Mar 03, 2018 4:51 am 
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Awesome, trying it out right now! This is really interesting! Thanks for taking the time to help out!

I've actually found something kind of interesting with the `.phyre` files recently..
Texture Finder actually finds the mipmaps in the .dds while Noesis does not seem to be doing so..

I have been editing the exported dds version from Noesis but have found that it clearly does not include the entire texture.
See the screenshot below.. Any ideas?

Noesis (left) -- Texturefinder (right)


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sat Mar 03, 2018 5:45 am 
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notmyfavorite wrote:
Texture Finder actually finds the mipmaps in the .dds while Noesis does not seem to be doing so..
I have been editing the exported dds version from Noesis but have found that it clearly does not include the entire texture.

no, the entire image is there, just no mipmaps. none of my scripts are set for mipmaps,
i don't care for them, you can easily resave the images to restore mipmaps. :]
if you edit the image then you will have to save out new mipmaps anyway which is easy enough. :D

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Last edited by AceWell on Sat Mar 03, 2018 6:49 pm, edited 1 time in total.

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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sat Mar 03, 2018 6:04 am 
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Yeah they are, found in the the ps2data folder...
`ps2data\obj_finish\in\*`


I have been using gimp to save the .dds files after editing them.. they don't seem to be creating mipmaps properly.. is there an application you would suggest?

is it hypothetically possible to extract the dds with mipmaps? I ask becuase editing these dds files and then reinserting them into a phyre file via hex editing is a lot of work.. it seems like it would just be easier to extract the mipmaps as well?


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sat Mar 03, 2018 6:34 am 
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notmyfavorite wrote:
found in the the ps2data folder...

so those are from PS2 platform and not PC, that explains the paletted image data and why i asked. :D

i use Photoshop with Nvidia tools to save out dds and anything is possible given enough time and interest invested.
it sounds like you want a phyre file exporter which is a modding thing and not my area. :]


edit
now it all makes sense knowing your samples are taken from PS2 :D
if you combine the first palette with the first image data and open it in ConsoleTextureExplorer you get this


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sat Mar 10, 2018 1:39 am 
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AceWell is possible to do a plugin for noesis to import the colada file inside the phyre container(FFXII)?


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 Post subject: Re: Final Fantasy XII ZA PC Phyre.dds Textures
PostPosted: Sun Mar 11, 2018 2:58 am 
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i can't do much with the model in the phyre containers, maybe Hex2obj but that is about it. :]
the phyre files are already chaotic in my eyes, daemon1 seems to have it figured out though, give his phyre tools a try. :)
viewtopic.php?f=16&t=16930

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