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Resident Evil HD REMASTER PC

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michalss
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Re: Resident Evil HD REMASTER PC

Post by michalss » Mon Jan 26, 2015 10:41 am

cra0 wrote:
michalss wrote:2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip :)
Yeah I have no idea where they store the dimentions its prob in the header somewhere but not stored as a uint8 16 or 32
I will have a look it can be wide bit-shifted somewhere, not sure or even not there at all :( To be hones with RE games i always did simple procedure mistake/correct sort of thing... It is much faster then look for correct dimensions in binary for most cases :)
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Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

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Re: Resident Evil HD REMASTER PC

Post by Thief1987 » Mon Jan 26, 2015 10:56 am

Width\Height store in 3 bytes in header 09-0B, 12 bit on each value. But also need use multiplier for this values to find out real texture size, in some case it's width*2, height*4, some width*4 height*2, other width*2 height*2, i don't know how proper figure out this multipliers

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Re: Resident Evil HD REMASTER PC

Post by shakotay2 » Wed Jan 28, 2015 6:35 pm

merlinsvk wrote:You can use DXT5, but they will be greenish.
Ex.

Image
How did you get the details from sub_status_00_ID_HQ raw file? edit: ok, got the details with DXT11, BC5UNORM (format typeID: 0x2B?) but still not nice
sub_status_00_ID_HQ-missDetails.JPG
(Using a fake DDS header I'm going to change the bitmasks in DDS_PIXELFORMAT (or the dwCaps DWORD in the DDS_HEADER structure) but it's a little bit tedious trying out the various possibilities.)
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Last edited by shakotay2 on Thu Jan 29, 2015 12:31 pm, edited 2 times in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
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Re: Resident Evil HD REMASTER PC

Post by shakotay2 » Wed Jan 28, 2015 11:54 pm

format description from cra0 (thx :) ) makes sense (GUIIcon_NOMIP.tex):
GUIIcon_NOMIP.tex.JPG
though I feel I'm missing something.

This is the header:

Code: Select all

Offset  0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00000  54 45 58 00 9D 20 00 20  01 40 00 08 01 28 01 00   TEX
where the texture type is given at 0x0D: 0x28
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
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Re: Resident Evil HD REMASTER PC

Post by reaccount » Fri Jul 08, 2016 3:18 am

shakotay2 wrote:
merlinsvk wrote:You can use DXT5, but they will be greenish.
(Using a fake DDS header I'm going to change the bitmasks in DDS_PIXELFORMAT (or the dwCaps DWORD in the DDS_HEADER structure) but it's a little bit tedious trying out the various possibilities.)
I've been trying to figure out how to edit the colors of these files for a while now, but I'm out of my depth. Any progress on making those textures not look green and purple? When you say that it's tedious trying out the various possibilities, is there something I can do in a program or whatever if I've got the time?

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