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 Post subject: Neverwinter
PostPosted: Fri Mar 29, 2013 7:56 am 
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im looking at the files from the neverwinter beta. it uses the same engine as star trek online so I extracted the pigg archives without a problem. the images are .wtex like sto but don't seem to be dds in there. the header of the wtex is also larger in these (160 bytes) to the dds wtex's 36 bytes header.


does anyone have any ideas?

I attached a dds one and one of the mystery ones.


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 Post subject: Re: Neverwinter
PostPosted: Fri Mar 29, 2013 11:01 am 
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surix wrote:
im looking at the files from the neverwinter beta. it uses the same engine as star trek online so I extracted the pigg archives without a problem. the images are .wtex like sto but don't seem to be dds in there. the header of the wtex is also larger in these (160 bytes) to the dds wtex's 36 bytes header.


does anyone have any ideas?

I attached a dds one and one of the mystery ones.


This looks compressed....

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 Post subject: Re: Neverwinter
PostPosted: Fri Mar 29, 2013 12:20 pm 
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Dyn_Playercostume_Species_Drow_F_01.Wtex is a plain dds file after you delete the first 0x24 bytes


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 Post subject: Re: Neverwinter
PostPosted: Fri Mar 29, 2013 6:52 pm 
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Yeah i included one of the dds ones, and one of the other ones.


I am mildly familiar with quickbms but how would i go about testing compression on it? would i choose a few offsets i think might be the start of the compressed part and try the algos there? compression is not my strong area so i dont know what clues to look for in picking the offsets


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 Post subject: Re: Neverwinter
PostPosted: Fri Mar 29, 2013 7:02 pm 
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having a few compressed files would help in testing.
you need the compscan2.bms and compscan2.bat file to test for compression.


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 Post subject: Re: Neverwinter
PostPosted: Fri Mar 29, 2013 7:08 pm 
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thanks chrrox. i have those but i'm not sure where to start to test for compression, the header is not compressed being it has the size of the header, size of file, width and height of image and some other 32 bit integers in it.

im not home right now but tonight ill upload some more images


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 Post subject: Re: Neverwinter
PostPosted: Sat Mar 30, 2013 4:19 am 
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I added some more examples


here's what I do know about the files

Image


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 Post subject: Re: Neverwinter
PostPosted: Fri Apr 05, 2013 11:11 pm 
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It seems like these files may be compressed with crunch -- http://code.google.com/p/crunch/ and http://code.google.com/p/crunch/wiki/TechnicalDetails

The GameClient.exe even makes mention of this header file: http://code.google.com/p/crunch/source/ ... n_decomp.h

I tested it out and compressing images to the .crn format results in a header of 48 78 00 and other data that looks similar to the Neverwinter textures, but I couldn't quite get the Neverwinter files to decompress. Perhaps someone else will have better luck?


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 Post subject: Re: Neverwinter
PostPosted: Sun May 05, 2013 8:52 pm 
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First of all, I love this game, and, ofcourse was interested in the models :)

I used this to unpack the hogg file: Download here

To use it:
Gibbed.Champions.Bacon.exe <input hogg file> <output directory>

The exe and files are .net code, and can be decompiled with Telerik's Decompiler

In the textures.hogg, there are a lot of htex and wtex files, don't know how to decompile them yep, hopefully we find something shortly :)

Keep up the good works guys!

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 Post subject: Re: Neverwinter
PostPosted: Wed May 15, 2013 10:21 pm 
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Here's some more info on what happened to the textures -- this post is for STO but details the same new .wtex stuff as in Neverwinter:

http://sto-forum.perfectworld.com/showp ... ostcount=1

I am still not able to decompress the .wtex files into an editable format, though...


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 Post subject: Re: Neverwinter
PostPosted: Mon Sep 02, 2013 7:55 am 
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Upgrade to Noesis v4.085 before using this script or it won't work. (I had to modify the crunch decoder to handle their changes, and on top of that their DDS files are badly-formatted and don't have the correct flags)
Code:
from inc_noesis import *

def registerNoesisTypes():
   handle = noesis.register("Perfect World Texture", ".wtex")
   noesis.setHandlerTypeCheck(handle, wtexCheckType)
   noesis.setHandlerLoadRGBA(handle, wtexLoadRGBA)

   return 1

def wtexCheckType(data):
   if len(data) < 40 or (noeUnpackFrom("i", data, 32)[0]>>8) != 0x355854:
      return 0
   return 1

def wtexLoadRGBA(data, texList):
   dataOfs = noeUnpack("i", data[:4])[0]
   if noeUnpackFrom("i", data, dataOfs)[0] == 0x20534444: #dds
      print("Loading as DDS.")
      texture = rapi.loadTexByHandler(data[dataOfs:], ".dds")
   else:
      print("Loading as CRN.")
      texture = rapi.loadTexByHandler(data[dataOfs:], ".crn")

   if texture is None:
      return 0

   texList.append(texture)
   return 1


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 Post subject: Re: Neverwinter
PostPosted: Sun Feb 09, 2014 11:38 pm 
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Is there a way to get the .htex textures as well? Or are they even textures, at least the sizes are comparable?


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 Post subject: Re: Neverwinter
PostPosted: Mon Aug 01, 2016 11:51 pm 
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How exactly do you use this ?

To use it:
Gibbed.Champions.Bacon.exe <input hogg file> <output directory>

Can you please give details info of the procedure? Do I double click it ? ( doesnt work ). Do I drag a .hogg file on it and then it works? ( doesn't work for me ). Or do I drag the Bacon.exe on a file and then it works ? ( doesn't work for me ) or do I have to open my CMD and type stuff in there? If so, can you give an example of that, please?


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 Post subject: Re: Neverwinter
PostPosted: Wed Mar 08, 2017 4:07 am 
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Run it from the command line.


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