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[X360] Star Wars Battlefront III pre-alpha (*.x2t)

Get your graphics formats figures out here! Got details for others? Post here!
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Acewell
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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Acewell » Tue Feb 09, 2016 2:08 am

JakeGreen wrote:Ah that works great i kept having problems with it even after i seen your updated post and i realized i had Acewell's plugin in there and once i removed it that did the trick.
Yeah you cant have both plugins loading at the same time because they will clash. (:
JakeGreen wrote:Well so far i've found textures that have been so messed up with pixels and used your method and it worked perfectly.

which textures? are you sure you had the right settings in the script?

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by JakeGreen » Tue Feb 09, 2016 2:12 am

AceWell wrote:
JakeGreen wrote:Ah that works great i kept having problems with it even after i seen your updated post and i realized i had Acewell's plugin in there and once i removed it that did the trick.
Yeah you cant have both plugins loading at the same time because they will clash. (:
JakeGreen wrote:Well so far i've found textures that have been so messed up with pixels and used your method and it worked perfectly.

which textures? are you sure you had the right settings in the script?
Textures from the Spoiled_Clone_Stormtrooper in his plugin by default they were super pixelated and really small but once i applied his method to the filename it came out perfect, texture name was 1f2e2f82.x2t

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Acewell » Tue Feb 09, 2016 2:23 am

JakeGreen wrote:Textures from the Spoiled_Clone_Stormtrooper in his plugin by default they were super pixelated and really small but once i applied his method to the filename it came out perfect, texture name was 1f2e2f82.x2t
Your settings were wrong, it came out perfect with this

Code: Select all

	imgFmt = 1                        #set image format 1 2 3 4 5 6
	imgWidth = 1024                    #set image width
	imgHeight = 1024                   #set image height
Last edited by Acewell on Thu Feb 11, 2016 2:21 pm, edited 1 time in total.

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by JakeGreen » Tue Feb 09, 2016 2:36 am

AceWell wrote:
JakeGreen wrote:Textures from the Spoiled_Clone_Stormtrooper in his plugin by default they were super pixelated and really small but once i applied his method to the filename it came out perfect, texture name was 1f2e2f82.x2t
Your settings were wrong, it came out perfect with this

Code: Select all

   datasize = 720896                 #set the length of data in bytes
	bs = NoeBitStream(data)
	imgFmt = 1                        #set image format 1 2 3 4 5 6
	imgWidth = 1024                    #set image width
	imgHeight = 1024                   #set image height

Well this is what it looked like before i did anything with just wobble's dll

Image

and after i added 1f2e2f82 1024 1024 32 5.x2t

Image

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Acewell » Tue Feb 09, 2016 2:45 am

Oh so you meant you weren't using proper file naming with his plugin and were expecting the textures to come out perfect automagically... thought you were talking about the python script at first. :D

edit
heres a list of all the texture sizes i see
5 kb =
9 kb =
17 kb =
25 kb =
33 kb =
49 kb =
65 kb =
81 kb =
97 kb =
105 kb =
113 kb =
121 kb =
129 kb =
193 kb =
209 kb =
225 kb =
241 kb =
257 kb =
345 kb =
361 kb =
385 kb =
513 kb =
705 kb = 1024x1024
721 kb =
769 kb =
1025 kb =
1385 kb =
1409 kb =
2049 kb =
2753 kb =
2769 kb =
4097 kb =
5465 kb =
5481 kb =
5505 kb =
8193 kb =
10945 kb =
10961 kb =
21889 kb =

guess i'll try to find image dimensions for these sizes :lol:

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Wobble » Tue Feb 09, 2016 3:19 am

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:49 am, edited 1 time in total.

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by JakeGreen » Tue Feb 09, 2016 9:58 am

Well i did get this so far don't know if it's helpful or not but yeah.....

Textures with 128kb (if you look at this via windows search it will say 129kb)
256 256 32 4

Textures with 192kb (if you look at this via windows search it will say 193kb)
512 512 32 5

Textures with 384kb (if you look at this via windows search it will say 385kb)
512 512 32 4

Textures with 704kb (if you look at this via windows search it will say 705kb)
1024 1024 32 5

Textures with 720kb (if you look at this via windows search it will say 721kb)
1024 1024 32 4

Textures for 1.37mb
2048 2048 32 5

Textures with 2.68mb (if you look at this via windows search it will say 2,753kb)
2048 2048 32 5

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Wobble » Wed Feb 10, 2016 3:18 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:48 am, edited 2 times in total.

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by JakeGreen » Thu Feb 11, 2016 10:44 am

Alright so i tried finishing the list i did most of the textures that matter cause the smaller ones like 64x64 aren't that important as they seem liked resized main textures.

I will update it if i find anymore but i don't think there will be anymore

Code: Select all

Textures with 64kb (65kb)
256 256 32 5

Textures with 128kb (129kb)
256 256 32 4

Textures with 192kb (193kb)
512 512 32 5

Texture with 208kb(209kb)
Unknown (32 4 or 32 5 didn't work didn't know what other numbers to try, but texture is probably 512x256)

Textures with 384.kb (385kb)
512 512 32 4

Textures with 256.kb (257kb)
1024 512 32 5

Textures with 704kb (705kb)
1024 1024 32 5

Textures with 720kb (721kb)
1024 1024 32 4

Textures for 1.35mb
2048 2048 32 5

Textures for 1.37mb
2048 2048 32 5

Textures with 2.68mb (2,753kb)
2048 2048 32 5

Textures with 2.70mb
unknown(couldn't figure it out, but it's most likely 2048x2048)

Textures (4mb) (4,097kb)
4096 2048 32 5

Textures with 5.33mb (5,465kb)
2048 2048 32 5

Textures with 5.37mb (5,505kb)
2048 2048 32 4 

Textures with 8mb (8193kb)
4096 2048 32 5

Textures with 10.6mb (10,954)
4096 2048 32 5

Textures with 21.3mb (21,889kb)
4096 4096 32 4

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Acewell » Thu Feb 11, 2016 11:48 am

JakeGreen wrote:

Code: Select all

Textures with 2.70mb
unknown(couldn't figure it out, but it's most likely 2048x2048)
these seem to work with the width and height at 1024x2048 or 2048x1024 in dxt5

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Wobble » Sat Feb 13, 2016 4:41 pm

[out]
Last edited by Wobble on Sun Mar 12, 2017 10:48 am, edited 1 time in total.

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Wobble » Sat Feb 13, 2016 4:42 pm

[out]

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by cocco1960 » Fri Oct 06, 2017 3:26 pm

Hi, I just tried to use the script and it gives me bad array error on every texture and it says "the item cannot be previewed but may be exportable. Would you like to export?" And when I export it says bad array again. Do you know any fix?

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Acewell » Fri Oct 06, 2017 4:53 pm

not sure what you mean, most of the textures are headerless and the script is not automated,
you have to set the values in it like i explained in the first post. (:

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Re: [X360] Star Wars Battlefront III pre-alpha (*.x2t)

Post by Teancum » Thu Sep 17, 2020 2:52 am

Sorry to necropost, but does anyone still have the DLL? I've been converting Elite Squadron maps, and most share textures with Battlefront III. Acewell's python plugin has been amazing, but if the DLL can scan for the correct size, etc that'd be great. I'm not sure if it does, but thus far it's a long (but doable) process.

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