Search found 1328 matches

by Acewell
Tue Jan 15, 2019 8:24 pm
Forum: Graphic file formats
Topic: *.bimage and *.dct - Wolfenstein TNO and TOB - need help
Replies: 2
Views: 1183

Re: *.bimage and *.dct - Wolfenstein TNO and TOB - need help

your bimage samples are empty, no data, and the dct file has what looks
like a jpeg header, maybe try change the extension and see what you get. :D
by Acewell
Tue Jan 15, 2019 7:38 am
Forum: 3D/2D models
Topic: DFF Opera Omnia 3D Model
Replies: 18
Views: 4651

Re: DFF Opera Omnia 3D Model

use this bms script to decompress the dz files. :D
DissidiaFinalFantasyOperaOmnia_dz.zip
by Acewell
Tue Jan 15, 2019 4:33 am
Forum: Graphic file formats
Topic: *.spr and *.pal
Replies: 6
Views: 2737

Re: *.spr and *.pal

ah, i should have known these might be sprites from the spr extension, i tend to not trust extensions any more though. :D what i thought was a color palette looks like an offset table now. (: S32 files look the same as the spr to me except they store 32 bit data, i'm no good with sprite data though ...
by Acewell
Tue Jan 15, 2019 2:26 am
Forum: Graphic file formats
Topic: [EA SKATE 3 ] PSG Texture Export Script [PS3]
Replies: 2
Views: 1068

[PS3] Skate 3 (*.psg)

cool, your height and width variables should be swapped though,
and add this to the conditions too :D

Code: Select all

    #RGBA8888
    elif imgFmt == 0xa5:
        texFmt = noesis.NOESISTEX_RGBA32
by Acewell
Mon Jan 14, 2019 11:20 am
Forum: 3D/2D models
Topic: DFF Opera Omnia 3D Model
Replies: 18
Views: 4651

Re: DFF Opera Omnia 3D Model

files ending with dz contain zlib compressed data and have nothing to do with my scripts. :D
you can use offzip to extract the contents of those quickly and easily.
by Acewell
Sun Jan 13, 2019 12:24 am
Forum: Graphic file formats
Topic: Slave Zero texture files .tex
Replies: 8
Views: 2717

Re: Slave Zero texture files .tex

Radu13 wrote: so this script works with a program called Noesis?
yes, the link to Noesis is in my signature. :)
by Acewell
Sat Jan 12, 2019 4:43 am
Forum: Graphic file formats
Topic: Skyrim Switch Hyrule Exclusives Textures Won't Open
Replies: 1
Views: 920

Re: Skyrim Switch Hyrule Exclusives Textures Won't Open

you can open these with RawTex tool, you just have to enter correct settings and change extension from dds to something else. :D this is some specs i see in your sample files : width is stored at 0x40 as int height is stored at 0x44 as int format ID is stored at 0x50 as int number of mipmaps is stor...
by Acewell
Sat Jan 12, 2019 4:25 am
Forum: Graphic file formats
Topic: Raw texture previewer/converter
Replies: 96
Views: 86928

Re: Raw texture previewer/converter

jzrh1060 wrote:Could you please add an option for setting texture swizzling type through the Command Line?
i would like to request this also. i want to hook RawTexCmd to Noesis but i need to set swizzle type also. :D
by Acewell
Sat Jan 12, 2019 3:20 am
Forum: Graphic file formats
Topic: *.spr and *.pal
Replies: 6
Views: 2737

Re: *.spr and *.pal

i took a quick look and i don't know how the pal files relate to the spr files, but the spr files have what looks to be a 32bit color palette and a 16bit color palette with the same amount of colors in each already. i will look into these a bit more later. :D what is the full game name and platform ...
by Acewell
Sat Jan 12, 2019 3:12 am
Forum: Graphic file formats
Topic: Slave Zero texture files .tex
Replies: 8
Views: 2717

Re: Slave Zero texture files .tex

okay here is Noesis python script to open all tex samples of this game. :D tex_SLaveZero_tex.zip supports 8bit alpha(?), rgba8888 and rgba5551 this script will conflict with other scripts that also open tex files that don't have proper type checking, you will have to move those out of the plugins fo...
by Acewell
Wed Jan 09, 2019 11:34 pm
Forum: Graphic file formats
Topic: Slave Zero texture files .tex
Replies: 8
Views: 2717

Re: Slave Zero texture files .tex

with TextureFinder 128x128 rgba5551 looks good, image data starts at 0x10. :D
a_Slave0_live_Torso.png
need more and variety of samples to make a script.
by Acewell
Fri Dec 21, 2018 10:13 pm
Forum: Graphic file formats
Topic: DFF Opera Omnia Graphic File
Replies: 15
Views: 4575

Re: DFF Opera Omnia Graphic File

more of the same, all etc1
fld.g1t has one 2048x2048 image
stch.g1t has one 256x256 image
stchr.g1t has one 256x256 image
by Acewell
Fri Dec 21, 2018 6:49 am
Forum: 3D/2D models
Topic: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)
Replies: 140
Views: 43010

Re: Asphalt 9: Legends Jtex|Jmox Convertor(A9Tool)

Is the source code of this extraction tool available? i don't see any source but i made a open source bms script to convert the Android version jtex to pvr since i was interested in this format. :D Asphalt9Legends_Android_jtex2pvr.zip works with all Android version jtex files, its not much but you ...
by Acewell
Thu Dec 20, 2018 7:46 am
Forum: Graphic file formats
Topic: DFF Opera Omnia Graphic File
Replies: 15
Views: 4575

Re: DFF Opera Omnia Graphic File

those are etc1 compressed and are not supported directly by Noesis except by using 3rd party tools. :( you will have to use PVRTexTool to convert the image data to usable formats until i work out solution. your CT_0005.g1t sample contains 1 256x256 image in 2 parts first part is the rgb data then th...
by Acewell
Tue Dec 18, 2018 4:51 pm
Forum: 3D/2D models
Topic: avengers playground
Replies: 41
Views: 9259

Re: avengers playground ar

you almost had it, here is captain america settings :D
metronome-captainamerica.lullmodel.PNG