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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Fri Oct 13, 2017 1:35 am 
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https://sabercathost.com/9euU/Indy_MTX_files.rar

here are some more , Don't know if its worth adding but here are some edited textures if anyone is interested at just looking we didn't go into too much detail to keep the memory low . um i would have no idea how to write script i only just came across this forum about 4 or 5 days ago. thanks. :)


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Fri Oct 13, 2017 6:14 pm 
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okay here i modified the original QuickBMS script for reimport and it seems to work :D


use the original script by WRS to extract textures with headers etc,
modify the texture in your favorite image editing software and resave with mipmaps,
open the saved dds file and delete first 128 bytes and remove the dds extension too,
start the reimport process as instructed by aluigi and use this modified script. :D


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sat Oct 14, 2017 11:56 am 
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AceWell wrote:
okay here i modified the original QuickBMS script for reimport and it seems to work :D


use the original script by WRS to extract textures with headers etc,
modify the texture in your favorite image editing software and resave with mipmaps,
open the saved dds file and delete first 128 bytes and remove the dds extension too,
start the reimport process as instructed by aluigi and use this modified script. :D


thanks sorry for taking so long to reply was out last night , how do i remove the first 128 bites and remove the dds im abit confused about this your working with a monkey sorry im pretty useless but i really cant thank you enough for this


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sat Oct 14, 2017 7:51 pm 
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just run this bms script on your modified dds file :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get NAME basename
get SIZE asize
math SIZE - 0x80
log NAME 0x80 SIZE

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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sat Oct 14, 2017 11:01 pm 
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WOW !!! youve done it you achieved what me and small community would never have thought been possible years ago , thank you sir , thank you :) :) :)


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Tue Jan 30, 2018 6:28 am 
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fisherathletic wrote:
WOW !!! youve done it you achieved what me and small community would never have thought been possible years ago , thank you sir , thank you :) :) :)


Hi Acewell and Fisherathletic! This is absolutely incredible that you have cracked the code and made this possible! Holy Smokes!

After attempting and failing years ago, you legends combined with WRS original work, have done the impossible! I have no idea why I stumbled back into this old thread but am ecstatic that I did :) I'd well and truly given up any and all hope of modding IJET years ago, but you have done it!!

Finally the greatest Indiana Jones action game yet released has a chance to be updated, enhanced and graphically tweaked. A million thanks guys! When I get a chance to sink some time into this, I'll update with creations.

Again, many many thanks you champions!

CJ


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Sat Apr 28, 2018 7:45 pm 
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I must be missing something...I have a whole bunch of dds files ripped from an MTX, the script will not recreate the MTX though.. tried all the various instructions... just get the signature does match (Expected MULTITEX)...
I am working on converting the xbox version of Buffy the vampire slayer to PC (using the indy slayer engine) and thought the reimporter would recreate the Multitex file (since it wouldn't know if any file was altered)
***EDIT***
ok I understand, it only adds them back over itself in the existing multitex file, not good for creating new MTX files then :\


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 Post subject: Re: Indiana Jones and the Emperors Tomb (pc) *.mtx
PostPosted: Mon Apr 30, 2018 5:16 pm 
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modified WRS original mtx code, it didn't take into account texture format (dxt1 or 5)
Code:
# IJET *.mtx (multi texture format)
# quickbms script by WRS, xentax.com
#Modified by Medievil to add DXT compression method

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 DXT BYTE
get UNKNOWN THREEByte
  get TEXPOS long
  get TEXTSIZE long
next t
  # 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
math DXT += 0x30
  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 0x00545844 long #dwFourCC
  putvarchr MEMORY_FILE 87 Dxt byte (DXT1 or 5 depending on byte read)
  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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