MX vs ATV Unleashed Textures

Get your graphics formats figures out here! Got details for others? Post here!
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Mr.Mouse
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MX vs ATV Unleashed Textures

Post by Mr.Mouse » Fri Mar 31, 2006 11:44 am

Hi guys,

Who can figure out how the textures of this game are stored/what type they are in etc ?

See sample files in this attachment:
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Post by motoman » Sat Apr 01, 2006 8:53 pm

The DXG is a Cad file if I'm not mistaken.
I'll open it up at work and see.

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Post by Kamshaft » Sat Apr 01, 2006 10:27 pm

I'm thinking it's a DirectX geometry file.

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Post by ocr_smokngrn » Mon Apr 03, 2006 5:24 am

i know that DXF is cad.. but never heard of DXG. i think Kams right its DX

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Post by motoman » Mon Apr 03, 2006 6:05 am

If thats the case then just using the DDS plugin from Nvidia should let you open these in say PS or PSP. unless of course they are some sort of proprietory file.
Ever try to open them up in Irfanview yet? that opens just about every graphic file known.

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.......

Post by Strobe » Mon Apr 03, 2006 7:02 am

the DxT file for sure looks like an ordinary DirectX texture but with the header stripped. someone could try recreating the header and a DDS
header to see if PS views it =o ....i might do it later.

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Post by Kamshaft » Mon Apr 03, 2006 12:46 pm

Strobe, if you can get this working, you are the man! Can this be incorporated within MEX Com? Something that strips and re-inserts the header ?

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Post by Mr.Mouse » Mon Apr 03, 2006 12:48 pm

Kamshaft wrote:Strobe, if you can get this working, you are the man! Can this be incorporated within MEX Com? Something that strips and re-inserts the header ?
Yes, I could probably write a plugin to handle these files.

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Post by Kamshaft » Mon Apr 03, 2006 1:46 pm

Let's see I understand correctly....by handling you mean converting back and forth? So, we can import a TGA file, and your program would conver it into this propriatary DXT format?

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Post by Xela » Mon Apr 03, 2006 3:06 pm

by handling you mean converting back and forth? So, we can import a TGA file, and your program would conver it into this propriatary DXT format?
There are few quite reliable DDS DXT converters available:
DXTBMP, Microsoft Imagetool and some AceDXT also from Microsoft.

But after comparing *.dxt enclosed in the sample with DXT made up by the abovementioned tools I fail to see much similarities. And yet looking at dxm I see some DX multitexturing or multipass commands included.

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Post by Kamshaft » Mon Apr 03, 2006 3:12 pm

The dxm is just a text file.
the dxt is the actual texture file.

There is alos the DXG (not autocad), those are the model/mesh files.

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Post by Mr.Mouse » Mon Apr 03, 2006 7:43 pm

Kamshaft wrote:Let's see I understand correctly....by handling you mean converting back and forth? So, we can import a TGA file, and your program would conver it into this propriatary DXT format?
No, I meant, if they were DXT format without headers, I could write a plugin that could recreate the DXT by adding the header.

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Post by Kamshaft » Mon Apr 03, 2006 9:21 pm

That would be cool. What would good is a plugin that would allow to import/auto convert textures! People are just dying to add their own skins in this game!

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Hi there.

Post by Strobe » Mon Apr 03, 2006 9:53 pm

As expected, it really is a DXT format with the header stripped.
ive tried creating a DDS + DXT header by hand with the resolution
of 128x128 and DXT1 marker, and that seems to work fine, here is
the result. the only part i dont understand is why the first
part of the image is distorted. maybe there are several textures in the
same file? , if so, there seems to be 2 of them. and for now, one of
them is correctly displayed with the DDS header. have fun. =)
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Post by Kamshaft » Mon Apr 03, 2006 9:58 pm

Interesting.

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