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[Help] League of Angels III DXT textures?

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LightXPS
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[Help] League of Angels III DXT textures?

Post by LightXPS » Sat Aug 10, 2019 1:20 pm

This is the other half of the challenge League of Angels III has to offer: The textures. They come in the .dxt format, for which I found out that it is an ATF Texture. That would make it some kind of Adobe-based texture - here's the result of the TrIDNET analysis:
Match: 100,0%
Ext: ATF
Type: ATF Texture
Pts: 3000/1
The files in question are these two (I lead to the archived file!)

Is there any program which can open these files? If they're archived files - which I can't think of - what kind of archived files are those?

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Acewell
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Re: [Help] League of Angels III DXT textures?

Post by Acewell » Sat Aug 17, 2019 8:10 am

there is some tools here to work on atf files. :D
https://github.com/hajimeku/atf-test-tool
or more specifically here:
https://github.com/hajimeku/atf-test-to ... TF/atftool
ATFViewer.exe is a GUI tool that will open your 2 samples for viewing and some info,
and atf2pvr.exe is a commandline tool that can only seem to convert your dxt1 sample,
but the pvr header created by the program looks strange to me. :?

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Re: [Help] League of Angels III DXT textures?

Post by LightXPS » Sun Aug 18, 2019 4:26 am

I found part of the solution, but now it cries for Android platform tools... League of Angels III runs - as far as I know - only on PC, so:
Is there any chance to get PC platform tools?

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Re: [Help] League of Angels III DXT textures?

Post by Acewell » Sun Aug 18, 2019 7:23 am

what part of solution did you find, any good source code? :D
it looks like each mip is lzma compressed though.

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Re: [Help] League of Angels III DXT textures?

Post by LightXPS » Sun Aug 18, 2019 7:29 am

I need Adobe Flex SDK to run it - that comes up when trying to run the tool and that additional program isn't installed at all.

What are the mip's you're talking about? Do I still have an archive in an archive? I'm wondering 'cause when I try to open them with 7z, it throws out an error saying that the file can't be opened as an archive...

Btw: If you want to shorten the way of discussing that with me, I'm also on the official Discord (display name there's my username here) ;)

EDIT wants to note:
I found out some more stuff about those .dxt files from the opening post - it seems this format is pretty common in the games business and they get used as a container file for textures, which in turn allows bigger textures at a smaller video memory usage. How could help this transferred to the textures from this game? And how did you manage to get the tool to open the files?

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Re: [Help] League of Angels III DXT textures?

Post by LightXPS » Wed Nov 06, 2019 9:41 am

Files are back up again - need a helping hand with converting them into a useful format (like .png)...

Working in shift prevents me from working full-time on that stuff...

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Re: [Help] League of Angels III DXT textures?

Post by Acewell » Fri Nov 08, 2019 2:08 pm

install Adobe Air
https://www.adobe.com/products/air.html
then install this ATF plugin
https://vamapaull.com/atf-to-png-converter-tool/

rename the extension of your samples from dxt to atf then open
them with the converter and they will convert to png immediately
and write to a folder named "PNG" in the same location as samples. :D

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Re: [Help] League of Angels III DXT textures?

Post by douchi » Sat Nov 09, 2019 4:12 pm

Acewell wrote:
Fri Nov 08, 2019 2:08 pm
install Adobe Air
https://www.adobe.com/products/air.html
then install this ATF plugin
https://vamapaull.com/atf-to-png-converter-tool/

rename the extension of your samples from dxt to atf then open
them with the converter and they will convert to png immediately
and write to a folder named "PNG" in the same location as samples. :D
Hello, acewell, I heard from bigchildghost that you have a special research on mapping. I want you to help me see if this encrypted TGA map can be converted into a normal TGA image. I hope to get your help.
This is my post:
viewtopic.php?f=18&t=21363&p=157607#p157607
Hope to get your help。

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