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Bayonetta 2 Textures

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ssringo
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Bayonetta 2 Textures

Post by ssringo » Thu Dec 17, 2015 8:29 am

Hi all. Looking for a bit of assistance with Bayonetta 2. The overall format seems to be the same (or very close) to Bayonetta 1. As such, Noesis seem to work just fine down to the model/skeleton. CPK files are extracted and the DAT files load the model and export to various formats with correct bone weights (from the couple models I tried). However, textures don't load nor do they export. I used QuickBMS to export the DAT file of a model and here is what exports.

Image

I'm guessing the WTP file is the textures but I can't find any tools that work with it. Hoping someone knows how to extract them or can create a script to do so. I'm not entirely sure it's okay to share the file publicly. I'll share whatever files are needed through PM (or publicly if it's okay) if someone will lend a hand.

Thanks for any assistance.

ssringo
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Re: Bayonetta 2 Textures

Post by ssringo » Fri Dec 18, 2015 11:21 pm

Got a bit of help from PredatorCZ. I sent him the files and this is what he found.

"WTA is header tables for wtp.
WTP is pixel data.
WTA share header of WTB (First Bayonetta texture format).
WTP have color pattern of DXT but are in unknown format (DTT,GTF, or something else)."

I'm hoping someone can figure out how to get usable textures. I know it's been done by a guy on DeviantArt but I dunno how (yes, I've asked him and have not gotten a reply).

Going to go ahead and share a DL link for the files in hopes of someone else taking a look at them. Files include the DAT file which can be read opened in Noesis and all the files that are extracted with Fatducks quickbms script found at viewtopic.php?f=10&t=3773

http://www.mediafire.com/download/b34xg ... 67y/c2.rar
http://www.mediafire.com/download/2bnbt ... agv/55.rar
http://www.mediafire.com/download/ru3qn ... 6io/25.rar

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shakotay2
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Re: Bayonetta 2 Textures

Post by shakotay2 » Sat Dec 19, 2015 11:33 am

problem for C2-files is: the Noesis Bayonetta plugin expects pl00c2.wtb
but there is a pl00c2.wta only

Changing the code from wtb to wta and choosing different DXT types as defaults results in this:
Bayo_Tex_.JPG
(mariokart64n posted the WTA Format here:
viewtopic.php?f=16&t=10147&p=83739&hilit=wtb#p83739

well, XPR2_headers? I'll check that...)

C2-wta (offsets/sizes should refer to pl00c2.wtp):
8 textures at offsets
00040 00 00 00 00 00 08 00 00 00 28 00 00 00 28 E0 00
00050 00 48 E0 00 00 49 00 00 00 49 40 00 00 4A 40 00

sizes:
00060 00 0A B5 3C 00 2A B5 3C 00 00 C1 1C 00 2A B5 3C
00070 00 00 31 3C 00 00 61 3C 00 01 69 3C 00 05 69 3C

Doesn't make sense to me. Assumed we've big endian notation here:
first tex, offset + size > next offset!?
0x0 + 0xAB53C > 0x80000

Ah, see: the offsets make sense, the sizes might be the uncompressed ones.
You do not have the required permissions to view the files attached to this post.
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
"You quoted the whole thing, what a mess."

RandomTBush
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Re: Bayonetta 2 Textures

Post by RandomTBush » Sat Dec 19, 2015 7:55 pm

https://mega.nz/#!6sYCCaga!VufxEo0TlRLY ... h8pv4d_x5k

Here's the QuickBMS script I made a while back to deal with those textures. Use this on either the WTA or WTP files (doesn't matter, it'll read both anyway) and it'll output a bunch of .GTX files, which you can then use with TexConv2 to change 'em to .DDS.

(This won't work with the ones from the first Bayonetta yet, from what I understand. Hrm.)
Last edited by RandomTBush on Thu Mar 23, 2017 6:16 pm, edited 1 time in total.

ssringo
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Re: Bayonetta 2 Textures

Post by ssringo » Sat Dec 19, 2015 8:52 pm

Thank you for the script Random. Worked perfectly. And thank you shakotay2 for the effort. I was actually downloading the first Bayonetta to get ahold of those files in case they could help.

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Re: Bayonetta 2 Textures

Post by MisterNatal » Fri Mar 18, 2016 3:50 am

Figured it out, kinda sad since people like Luka don't have textures for the face and Bayonetta's serious mode hair doesn't have textures either

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