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 Post subject: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 4:47 am 
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I can not understand how to unpack this mulitex container, can anyone help me? sample

Also here i started thread for models.

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 2:57 pm 
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rough start. i can't identify the data, but there are minimaps, so possibily dds? i'll get back to you if i get any further :oops:

edit: see below post

also, its amazing how old this game is - 2003 and no community behind it?!

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Last edited by WRS on Sun Mar 13, 2011 5:48 pm, edited 1 time in total.

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 4:08 pm 
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eah, game is very good :) it have a community, but all community's steps ends in 2006. Nobody can't proceed the modding of this game because of complicate formats.

p.s.: don't know how to work with script, it can't find anything in *.mtx :?

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 5:49 pm 
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i'm failing to identify the dds format, so here's an updated script with dumps with DTX3. its a lot of trial and error on my side (i'm not good with graphics :[ )

the nvidia thumbnail viewer is showing recognizable previews though, so ITS CLOSE

edit: see updated script below (again!)

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Last edited by WRS on Sun Mar 13, 2011 7:53 pm, edited 1 time in total.

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 5:59 pm 
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WRS wrote:
i'm failing to identify the dds format, so here's an updated script with dumps with DTX3. its a lot of trial and error on my side (i'm not good with graphics :[ )

the nvidia thumbnail viewer is showing recognizable previews though, so ITS CLOSE

thanks for help WRS, it works :mrgreen:

p.s.: but it will looks better without mipmaps :ninja:

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sun Mar 13, 2011 7:59 pm 
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now DXT1 8)
got there eventually! headers may not be correct though


Code:
# IJET *.mtx (multi texture format)
# quickbms script by WRS, xentax.com

idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long

get TEXCOUNT long
get TEXHEADSIZE long
get TWFOUR long      # head size
get TEXHEADSIZE long # 128

get FNAME basename

for t = 0 < TEXCOUNT
  get INDEX long
   getdstring UNKNOWN 16
   get UNKNOWN short     # 256/ flags?
   get UNKNOWN short
  getdstring TEXNAME1 32
  getdstring TEXNAME2 32 # not 64 because of repeated data
  get TWIDTH long
  get THEIGHT long
   get UNKNOWN long
  get BPP long
   get UNKNOWN long
  get MINIMAPS long
   get UNKNOWN long
   get UNKNOWN long
  get TEXPOS long
  get TEXTSIZE long

  # POS is a pointer to minimap info

  savepos POS
  goto TEXPOS

  # write 128-byte dds header
  log MEMORY_FILE 0 0
  putvarchr MEMORY_FILE 127 0

  # setup dds header

  putvarchr MEMORY_FILE 0 0x20534444 long  #dwMagic (DDS )
  putvarchr MEMORY_FILE 4 0x7C long        #dwSize (128)
  putvarchr MEMORY_FILE 8 0x21007 long     #dwFlags (prob. wrong)

  putvarchr MEMORY_FILE 12 THEIGHT long    #dwHeight
  putvarchr MEMORY_FILE 16 TWIDTH long     #dwWidth
  putvarchr MEMORY_FILE 28 MINIMAPS long   #dwMiniMapCount

  putvarchr MEMORY_FILE 76 32 long         #dwSize
  putvarchr MEMORY_FILE 80 4 long          #dwFlags
  putvarchr MEMORY_FILE 84 0x31545844 long #dwFourCC (DXT1)

  putvarchr MEMORY_FILE 108 4198408 long   #dwCaps1

  append
  for i = 0 < MINIMAPS
    get DATASIZE long  # minimap size
    savepos POS2
    log MEMORY_FILE POS2 DATASIZE  # save minimap
    math POS2 += DATASIZE
    goto POS2
  next i
  append

  get DSIZE asize MEMORY_FILE
  string FILENAME p= "%s/%s.dds" FNAME TEXNAME1
  log FILENAME 0 DSIZE MEMORY_FILE

  goto POS
next t


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Mon Mar 14, 2011 2:18 am 
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WRS wrote:
now DXT1 8)
got there eventually! headers may not be correct though

ohhh, thank youuu))), works great :mrgreen:

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sat Apr 30, 2011 1:39 pm 
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Hello! I am very new to multiex commander 4.5 and scripting in general, so please forgive my ignorance.

I tried to run the script (so kindly supplied above) on the same Indy.mtx file and I receive a message saying: "Error: QBMS Failed to Produce List". I am just straight copy and pasting the script into the scriptor window from this thread, changing to Quickbms, and selecting "Use On" and then selecting the mtx file in question. Should I be adding or taking away anything from the script to get it to run for me? Or is there possibly something else that is super obvious that I am overlooking?

Again, apologies for ignorance,

Thanks kind people! :)

CJ

EDIT: Okay, I figured out that you guys are using the latest version of quickbms that I didn't have, so that's where I was going wrong. So extraction is now working perfectly for me. Still not having any luck reimporting adjusted textures though (despite the program telling me my reimporting process was successful).


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Wed May 04, 2011 1:51 am 
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WRS, I think I am in need of your assistance :)

I am having no luck with reimporting edited textures into the original archive (I understand the program cannot work for every single filetype under the sun). I am assuming that the mtx file is just too complex for quickbms to have success on its own, and possibly a script for reinjection is required. I do not know the first thing about scripting so my journey of trying to edit the Emperors Tomb appears to be at an end. If anyone had a chance to give it a go I would be incredibly grateful!!!

Here is a screenshot of my allegedly successful results:

Image


And yet, when I open the archive again, the original file is restored and no changes have been made. Frustration sets in due to my excitement being dashed and I go have another coffee... Cheers to anyone who can offer insightful suggestion or practical help, it would be really appreciated :)


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Thu Apr 12, 2012 6:01 am 
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I figured it wouldn't hurt to express my plea for help one last time before I give up on this. I'm super keen to mod the graphics of this old 2003 game that still delivers the most enjoyable action centric Indiana Jones experience on PC.

To reiterate, thanks to the script already posted it is now possibly to open the .MTX file type but not to repack that .MTX file, and I imagine a new script for re-injection is required (of which I have absolutely zero idea how to accomplish). Help would be totally appreciated.

Cheers,
CJ


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Wed Nov 05, 2014 4:44 am 
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Hi all, just bumping this one last time (couple years later), to see if anyone could help with a script to repack an mtx file
:)


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Tue Oct 10, 2017 12:02 am 
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Bumping sorry

Did this get anywhere im trying to learn how to do it myself , when trying to reimport all i get is this. Even after almost 15 years im trying to find a way to mod this game. thanks


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Tue Oct 10, 2017 5:20 pm 
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i'd like to see some of these mtx samples :D

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Wed Oct 11, 2017 4:41 pm 
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AceWell wrote:
i'd like to see some of these mtx samples :D


big thanks for replying and just having a look

here are some :)

https://sabercathost.com/52fz/NaziSoldier.mtx

https://sabercathost.com/52fx/nazi_jacket.dds

https://sabercathost.com/52fy/nazi_jacket_(2).dds

the .mtx holds these files .dds these can be edited with paint.net i haven't tried photoshop yet
or just to view them WTV dds file viewer can be used

ive attached a picture of what the folder should look like once unpacked using the script above for quickbms by WRS , the problem is finding a way to pack them back into mtx , i understand the files need to be of equal size or smaller , but im not script writer so its abit out of my league.


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Thu Oct 12, 2017 7:16 pm 
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well i don't know much about game modding, thats not my area, but i'd say if you want to reimport the data as it was stored
originally you will need to strip the 128 byte header from the modified dds file and maybe remove the extension before trying it. :)
also if you can provide more mtx samples that would be great, i can't compare data with just one. :D

edit
just tried reimporting with Quickbms and the script hangs on memory_file stuff, and i believe aluigi said reimporting
doesn't work with those commands anyway, so the script may need to be reworked to get around that stuff.

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