well... if it really is a bounding box, the only thing i can think of is this sort of representation. a quaternion vector. extend with an angle axis for the arbitrary rotations. the second extend vector is the exact mirror of it. https://i.imgur.com/nLKC4tm.jpg the fancy render is just a gimmick. :D...
if you wanna extract, just use the script in quickbms as it is. it is an extractor. it is dx10 and is based on reimport specs tho. meant to mod. if you just wanna preview and extract, you could try to use the noesis plugin >> here . it's only partially complete. it should open and export most textur...
When i open the file you uploaded it immediately closes itself. Also does it need to be in a specific folder like the ff15/datas folder or can it be wherever? I can't quite follow in general.. I have a bunch of .btex files extracted from the game with Hammerhead and Noesis but have no way of conver...
Anyone figure out a way to export the files back into .earc yet? Were older versions of Noesis able to do it? done it. http://forum.xentax.com/viewtopic.php?p=138275#p138275 done the bms script to reimport btex files and the bms earc extractor managed to reimport the earchive. i dunno how the earc ...
okay. raw stuff. did the extraction in bms. it outputs dx10 ddses. was easier to deal with bc3+ files. works with batch folder and reimport, but ofc you need a dx10 dds, the same format and sizes. you need the full texture data chunk with mipmaps. in that case they are needed - like most models will...
has anybody tryna mod this any technical knowledge of binary and howto code things to get this done? you know reimporting doesn't stop at the btex files. you gotta get the earc back together too. who's gonna do that? i'm not complaining about dummy questions. /sarcasm so... yeh. let me dl the benchm...
partially complete extractor there >>> http://forum.xentax.com/viewtopic.php?f=16&t=17659 if you need more formats you can add more of those stylie elif fmt == 0x21: texData = rapi.imageDecodeDXT(texData, width, height, noesis.FOURCC_BC4) texfmt = noesis.NOESISTEX_RGBA32 lines for the formats yo...
that was read already. sure not complete or scripted. one file is usually not enough to find differences in values - format flags and stuff. lucky you those other thread samples were still up. me tryna format flag this, is still just an 'educated' guess. :D it extracts only the first mip. reimport n...
no thanks pls. i gotta throw it. nothing else to find. i can't figure out the compression either. only outputs the raw images. beware that all of this seem to really be just red channel greyscales. note that: you need a image viewer that can output palette tgas. every viewer out there should be able...
ofc you shove that over here, @acewell. why? cause it's ps2 style? you certain i can crack those? :mrgreen: yeh. i'm on it. as of right now a bunch of textures may remain on the floor. some sizes don't make sense. but i got lights and tyres. sick formats. some linear palettes (all reds, all greens, ...
okay. a rail world? you wanna reimport things? i'm not able todo that tho. i can't do guessed headers. i could code a 8 to 16 bit 'extender' shift, but i have no clue how the engine would scale that height. so...
i'd need more files. potentially some that have transparency. necessary to get the format byte. texture finder shows the blocks are shuffled anyway. that'd need some time to sort. or maybe you get somebody better with shuffles. gotta wait for acewell i figured he knows those noesis shuffle algos, be...