Marc's Ecko Getting Up's *.st

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DarkJoney
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Marc's Ecko Getting Up's *.st

Post by DarkJoney » Sun Nov 13, 2016 11:36 pm

Hello, guys.

I would like to do retexturing of this game, to receive better overall look of it, Reshade works fine with it, but I completely stuck with it's texture format.
At the beggining of my idea, I thought that it's custom DDS, and I used HxD to edit the header. I received image with artifacts, but visible.
Later, I found NOTHING, except one guy novocoine, who did ST modding tool, but it seems to be so unfinished to work. It works correctly only with alpha-based textures, but with non-alpha I get gliched image. I found out, that if I save this glitched image in Paint.net as X8R8G8B8 or R5G6B5, it looks absolutely fine.

Unfortunately, replacing of ST with edited DDS also causes glitches, and it's unusable.

I tried to edit source code to get compartibility with DXT1, because it seems to be DXT3 or DXT5, but no luck - I just receive different glitch looks :cry:

There is github of this tool - https://github.com/Asbra/GettingUpTool

Maybe someone could help with fixing of this tool, or create another one?

There are samples of *.st - https://mega.nz/#!HpVykD4S!-wW7t4xdt71M ... 7FwlMOFJQ8

This is one of my favorite games, I have completed it several times, but in 2016, it looks not so good, as I wish.

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Acewell
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Re: Marc Ecko's Getting Up *.st

Post by Acewell » Mon Nov 14, 2016 2:47 am

i see this game was made for PC, PS2 and Xbox, which platform did these samples come from?
https://en.wikipedia.org/wiki/Marc_Eck% ... r_Pressure

made a Noesis python script to open your samples :D
tex_MarcEckosGettingUp_st.zip
supports dxt1 and dxt5
you only had one dxt5 sample to check against, so the imgFmt integer being read might not be the correct one.
You do not have the required permissions to view the files attached to this post.

DarkJoney
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Re: Marc's Ecko Getting Up's *.st

Post by DarkJoney » Mon Nov 14, 2016 8:55 am

Of cource, it's pc :)
I will try it right now, will this script convert texture back to St?

DarkJoney
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Re: Marc's Ecko Getting Up's *.st

Post by DarkJoney » Mon Nov 14, 2016 9:28 am

Well, it works, but how do I replace original tex with my own?

I haven't found funcitonality for this.

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Re: Marc's Ecko Getting Up's *.st

Post by DarkJoney » Mon Nov 14, 2016 11:31 pm

Well, any ideas? :roll:

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Re: Marc's Ecko Getting Up's *.st

Post by Acewell » Tue Nov 15, 2016 3:24 am

DarkJoney wrote: will this script convert texture back to St?
no, you'll just have to overwrite the 128 byte dds header with the original
388 byte st header and change the extension to st to change it back. (:

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Re: Marc's Ecko Getting Up's *.st

Post by DarkJoney » Tue Nov 15, 2016 9:33 am

Using HxD as I understand?

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Re: Marc's Ecko Getting Up's *.st

Post by DarkJoney » Tue Nov 15, 2016 9:53 am

Well, I copied header - image is glitchy now. Tried to edit another bytes - adds height or corrupts file.
Image

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Re: Marc's Ecko Getting Up's *.st

Post by Acewell » Tue Nov 15, 2016 12:46 pm

your brickwall01.st shows the size as 653 kb when it should be 33 kb.
i don't know what you did to the image but if you reuse the original
st header then you must keep the same size, format and dimensions
or you may have to modify the st header data, problem there is we
don't know what each byte in the header data represents and this
might require a full format analysis.
modding games is not really my thing so i can't help much further.

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Re: Marc's Ecko Getting Up's *.st

Post by Henchman800 » Fri Nov 16, 2018 5:36 pm

Hey you guys helped out alot!
thx for that
Are you able to create a noesis-script to view the models, too?

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