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by aspadm
Thu Nov 14, 2019 2:36 pm
Forum: Graphic file formats
Topic: TGA map abnormal file
Replies: 12
Views: 1279

Re: xiao ao jiang hu TGA map abnormal file

Sorry for make you waiting so long. This is the corrected version of Noesis python script, that supports texture with several layers (e.g. cubemaps) and with differrent block sizes.
by aspadm
Tue Nov 12, 2019 12:25 am
Forum: Graphic file formats
Topic: TGA map abnormal file
Replies: 12
Views: 1279

Re: xiao ao jiang hu TGA map abnormal file

Hi! After some research, I detected, that this is ASTC texture compression with custom header. I'll polish the script and post it some hours later. Main reason is that there are can be cubemap textures, so I want to support it. Example of "c_257_cj_he.tga" https://sun9-29.userapi.com/c857124/v857124...
by aspadm
Sat Nov 09, 2019 4:35 pm
Forum: Graphic file formats
Topic: TGA map abnormal file
Replies: 12
Views: 1279

Re: xiao ao jiang hu TGA map abnormal file

For me it looks like this is the in-game texture format, just named ERA, but with TGA extension. At least, game library have some functions like "Texture::_parser_era" (in one row with "Texture::_parser_pvr" and "Texture::_parser_dds").

I'll try to write a decoder, but do not promise something.
by aspadm
Sat Nov 09, 2019 3:37 pm
Forum: Graphic file formats
Topic: TGA map abnormal file
Replies: 12
Views: 1279

Re: xiao ao jiang hu TGA map abnormal file

Hi!

Did I understand correctly that the APK file of the game is called com.pwrd.xxajh.huawei and weighs about 2GB?
If so, this TGA is stored in .pak files inside "assets" folder, right?
by aspadm
Wed Jun 26, 2019 2:09 pm
Forum: Game Archive
Topic: Extracting models from Wizards Unite
Replies: 2
Views: 471

Re: Extracting models from Wizards Unite

Looks like typical Unity game. There are a lot of differrent converters, Perfare's AssetStudio as example.
by aspadm
Sun Jun 23, 2019 8:51 pm
Forum: Graphic file formats
Topic: [Half Solved]r16g16_unorm Color Problem
Replies: 6
Views: 821

Re: r16g16_unorm Color Problem

timeman wrote:
Sun Jun 23, 2019 8:27 am

I've tried many graphic type, r16g16_unorm is the best, as a result.
But the color is not right.
Looks like this is just ARGB32 packing. Not sure, is this tools supports it.
Image
by aspadm
Wed Jun 19, 2019 6:26 pm
Forum: Graphic file formats
Topic: swizzled texture dds
Replies: 7
Views: 1015

Re: swizzled texture dds

OK, there some information: there are 2 types of data: atlases and indices. Atlas store information in tiles 32x32 with 16 levels of grey. Indices store information in chuncks 32x32 as index (0-255). Three chunks of indices describe 1 color plane (channel) as: X index in atlas, Y index in atlas, atl...
by aspadm
Tue Jun 18, 2019 9:23 pm
Forum: Graphic file formats
Topic: swizzled texture dds
Replies: 7
Views: 1015

Re: swizzled texture dds

Hm, interesting - looks like there are index information, stored as 32x32 chunks by 3 in group. And if we look at index (0-255) it might be index in atlas's line (256 * 32 = 8192, equal to width of atlas; 32 * 32 = 1024, equal to height of atlas). I'll check it tomorrow. UPD: It works! First chunk f...
by aspadm
Tue Jun 18, 2019 6:06 pm
Forum: Graphic file formats
Topic: swizzled texture dds
Replies: 7
Views: 1015

Re: swizzled texture dds

OK, so there must be additional information for atlas.

I'm think that it must be palette (or what color tile represents: R/G/B/A) and ID of tiles.
by aspadm
Tue Jun 18, 2019 4:48 pm
Forum: Graphic file formats
Topic: swizzled texture dds
Replies: 7
Views: 1015

Re: swizzled texture dds

Looks like there are blocks of RGB splitted data (32x32 pixel per block). Some blocks looks omitted.

Is this image a converted image or original file?
by aspadm
Tue Feb 20, 2018 7:44 pm
Forum: Game Archive
Topic: Deus EX: Mankind Divided .archive
Replies: 143
Views: 40160

Re: Deus EX: Mankind Divided .archive

In UltraEdit I have tested searches for the digits you mention, and they don't appear in any of the extracted files. It's my fault... You need to trim bytes before GFX text (bytes 47 46 58 , it's in middle of screen) on the right panel of HEX editor. After that, replace this letters to FWS . But wh...
by aspadm
Tue Feb 20, 2018 12:59 pm
Forum: Game Archive
Topic: Deus EX: Mankind Divided .archive
Replies: 143
Views: 40160

Re: Deus EX: Mankind Divided .archive

Hi there, iero79 ! That animation splitted between texture files and .swf elements (user interface). You can find this files using DEMD Database program: 1. Download and unzip DEMD Database (some posts above) 2. Create file "unpack_ext.txt" in folder where is file "DEMD database.exe" and write this ...
by aspadm
Sat Jan 20, 2018 8:55 pm
Forum: Game Archive
Topic: Deus EX: Mankind Divided .archive
Replies: 143
Views: 40160

Re: Deus EX: Mankind Divided .archive

Ok guys, looks like .linkedprim files now with working UVs :) https://pp.userapi.com/c840329/v840329316/48c28/QRi-GijDpZE.jpg Updated version below If you use my DEMD Database, you need to replace "__init__.py" and "import_DeusExMD.py" files in folder "tools\Blender\2.78\scripts\addons\io_scene_Deus...
by aspadm
Fri Dec 22, 2017 4:35 pm
Forum: Game Archive
Topic: Deus EX: Mankind Divided .archive
Replies: 143
Views: 40160

Re: Deus EX: Mankind Divided .archive

does this mean the DEMD database.exe wont work with the new version of mankind divided unless sir kane makes it or is there a work around because i tried to open the extractor from the tools folder but it closes straight away. First one. If Sir Kane fix DEMDextract, my app will be work again Window...
by aspadm
Fri Dec 22, 2017 4:16 pm
Forum: Game Archive
Topic: Deus EX: Mankind Divided .archive
Replies: 143
Views: 40160

Re: Deus EX: Mankind Divided .archive

Firstly, my app don't extract anything, it's just run 3rd party console program (DEMDextract by Sir Kane) ;) Secondly, all variants unpack files from .archive, it need about 23gb. But Sir Kane's extractor also use .pc_headerlib files to create index with names (NameMap.txt) which is used in my progr...