like a jpeg header, maybe try change the extension and see what you get.
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- 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.
like a jpeg header, maybe try change the extension and see what you get.
- 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.
- 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 ...
- 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
and add this to the conditions too
Code: Select all
#RGBA8888
elif imgFmt == 0xa5:
texFmt = noesis.NOESISTEX_RGBA32
- 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.
you can use offzip to extract the contents of those quickly and easily.
you can use offzip to extract the contents of those quickly and easily.
- 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
yes, the link to Noesis is in my signature.Radu13 wrote: so this script works with a program called Noesis?
- 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...
- 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
i would like to request this also. i want to hook RawTexCmd to Noesis but i need to set swizzle type also.jzrh1060 wrote:Could you please add an option for setting texture swizzling type through the Command Line?
- 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 ...
- 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...
- 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.
need more and variety of samples to make a script.
- 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
fld.g1t has one 2048x2048 image
stch.g1t has one 256x256 image
stchr.g1t has one 256x256 image
- 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 ...
- 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...
- 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
