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Star Wars: Jedi Starfighter
Posted: Sat Mar 10, 2007 8:42 am
by CZW
i have unpack archives files.. and found one texture folder, with .TEX files
i tried to convert TEX to BMP, i have test some possibility and soft, but i think this is a variant ...
someone could help me ??
thx
Posted: Sat Mar 24, 2007 8:03 am
by CZW
up .. nobody havea solution ?????
Posted: Sat Mar 24, 2007 9:09 am
by Mr.Mouse
Hmm, well, just looking at it briefly, it would seem to be a texture of 128x128 in size, it's not compressed it seems, as 128x128 = 0x4000h, and it has a palette of 256 colours probably (256xRGBAlpha = 0x400). Together this is 0x4400h, the exact size of the texture data (starts at offset 0x14h).
But I haven't looked throroughly enough as to type of texture.
Posted: Sat Mar 24, 2007 11:25 am
by CZW
i have test many convert tools , for .tex format.. but no one work ..

Posted: Sat Mar 24, 2007 12:05 pm
by Deniz Oezmen
Starting from Mr.Mouse's description (though the palette comes first, so the texture data actually starts at 0x0414

) and for a moment ignoring the alpha channel, as I currently only have a BMP writing library at hand, this is what I have got. I am not sure whether the palette orientation is BGR (on the left) or RGB (on the right).
So, there is not much to it, as already suspected.
Any thoughts?
Posted: Sat Mar 24, 2007 4:38 pm
by CZW
my god ..
excellent ...
i'm a noob about file description .. could give me a small progam for convert .tex ?? please
Posted: Sat Mar 24, 2007 6:40 pm
by Deniz Oezmen
Sure, test the attached program. Usage via the command line:
or similar ...
Im not sure about the alpha channel, though. The results look a bit weird to me, but then again, I do not know what this texture is supposed to represent. You will have to check that for yourself.
[Edit: attached updated version]
Posted: Sat Mar 24, 2007 7:08 pm
by Darkfox
Looks to me like it is supposed to be a ship.
Posted: Sat Mar 24, 2007 7:34 pm
by Deniz Oezmen
Darkfox wrote:Looks to me like it is supposed to be a ship.
I thought that too, but the black parts of the image are marked as opaque, while everything else (also what I would interpret as metal) is attributed a value somewhere in the middle ranges. Thus, even turning the scale upside down does not make much sense.
Interesting fact: The palette seems to be sorted by what I have presumed to be the alpha value. I'm not sure whether this has some importance.
Posted: Sat Mar 24, 2007 8:34 pm
by Darkfox
I also noted that in the example picture you displayed the right image seemed to have correct skin tone for the pilot's face. Hm. Games and their odd formats, no?
Posted: Sun Mar 25, 2007 12:10 am
by Deniz Oezmen
Maybe the right example uses the correct colour sequence. I am still not sure about that ...
But you are right, games tend to have have very odd formats. I am actually quite grateful for the current trend towards the use of standardized file formats.
Posted: Sun Mar 25, 2007 10:26 am
by CZW
Deniz Oezmen wrote:Sure, test the attached program. Usage via the command line:
or similar ...
Im not sure about the alpha channel, though. The results look a bit weird to me, but then again, I do not know what this texture is supposed to represent. You will have to check that for yourself.
wooww
all working perfectly... except, le blue channel must be the red .. i think ...
Posted: Sun Mar 25, 2007 11:05 am
by Deniz Oezmen
CZW wrote:all working perfectly... except, le blue channel must be the red .. i think ...
Okay, that probably settles our discussion.

See the above post, I have updated the attachment accordingly.
Posted: Sun Mar 25, 2007 5:38 pm
by CZW
perfect work, congratulations !!!!!!!!
now, the color is perfect..
cuz see a havoc blue isn't logical, now is red as usual ....
Posted: Sun Mar 25, 2007 5:44 pm
by CZW
now the right color .. red