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 Post subject: Help needed with Xbox 360 texture format.
PostPosted: Fri Jan 25, 2019 7:24 am 
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I would like to know how I would go about adding compatibility for a new and unknown "to me" texture format, to my Noesis script.
Attached is a sample of the format.

Edit: I think it's R5G6B5, but I am not 100%.

Thanks,
GHFear


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Fri Jan 25, 2019 10:26 pm 
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Yes, It's probably R5G6B5. I converted your file to xpr and make rdf file with unbundler and got the texture format. I think you did same :)

Code:
<?xml version="1.0" encoding="utf-8" ?>

<RDF Version="XPR2">

<Texture
   Name   = "strName"
   Source = "strName.tga"
   Format = "D3DFMT_R5G6B5"
   Width  = "128"
   Height = "128"
   Levels = "8"
/>

</RDF>

However I have no idea how to open it with noesis, but hopefully someone will help you.


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Fri Jan 25, 2019 10:58 pm 
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this was the only way i could get a sensible image from the sample:
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(data, imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "a8p8")
        texFmt = noesis.NOESISTEX_RGBA32

looks like asphalt pavement or something. :D

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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 12:14 am 
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Acewell wrote:
this was the only way i could get a sensible image from the sample:
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(data, imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "a8p8")
        texFmt = noesis.NOESISTEX_RGBA32

looks like asphalt pavement or something. :D


I love you dude. You are a true hero! :D That was the last format that the Skate games use ^^ Now every texture can be extracted.
Worked perfectly!


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 10:49 am 
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It's a slightly difference between noesis and unbundler extracted images. Noesis extracted is grayscale and transparent instead of unbundler image is colored. I don't think how about other images but that is what I noticed.

Image


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 12:25 pm 
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okay i can get that same image as your unbundler with this: :D
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b5g6r5")
        texFmt = noesis.NOESISTEX_RGBA32

not sure why i didn't try swapping endianness before (:

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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 8:03 pm 
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Acewell wrote:
okay i can get that same image as your unbundler with this: :D
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b5g6r5")
        texFmt = noesis.NOESISTEX_RGBA32

not sure why i didn't try swapping endianness before (:


Huh.. its funny. That texture and like 1 other were the only ones coming out grayscaled. Every other one game out right. But I Will update it. :)
Thanks so much.


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 10:11 pm 
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Acewell wrote:
okay i can get that same image as your unbundler with this: :D
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b5g6r5")
        texFmt = noesis.NOESISTEX_RGBA32

not sure why i didn't try swapping endianness before (:


Okay, so implementing that doesn't work for me. It gives me the error "An integer is required" when I try to use b5g6r5.
Any idea why that could be? :(


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 Post subject: Re: Help needed with Xbox 360 texture format.
PostPosted: Sat Jan 26, 2019 10:18 pm 
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GHFear wrote:
Acewell wrote:
okay i can get that same image as your unbundler with this: :D
Code:
    elif imgFmt == 0x44:
        data = rapi.imageUntile360Raw(rapi.swapEndianArray(data, 2), imgWidth, imgHeight, 2)
        data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b5g6r5")
        texFmt = noesis.NOESISTEX_RGBA32

not sure why i didn't try swapping endianness before (:


Okay, so implementing that doesn't work for me. It gives me the error "An integer is required" when I try to use b5g6r5.
Any idea why that could be? :(


Oh wait... yeah it DOES work with that ONE texture and the other one that didn't work with the other a8p8 method...
So only those 2 seem to actually be b5g6r5, but both a8p8 and b5g6r5 seem to have the format ID 0x44... :/ So no idea how I would distinguish between the two.

Edit: So it seems I was a dumbass and forgot to remove an indentation.
It works perfectly fine now :)


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