TR X360 texture format

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kekko
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TR X360 texture format

Post by kekko » Tue Dec 22, 2009 5:12 pm

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kekko
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Re: TR X360 texture format

Post by kekko » Wed Dec 23, 2009 4:24 pm

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mariokart64n
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Re: TR X360 texture format

Post by mariokart64n » Thu Dec 24, 2009 9:43 am

Hi this is mariokart64n, I PM'd you on the tombraider forum...

haha seems I was right. these are indeed DDS textures. and yes are swizzled aswell. ^.^

example of the header;
00000000 58 33 36 30 1A 20 01 54 00 00 00 00 00 00 00 00 X360. .T........
00000010 02 00 02 00 00 09 00 03 ........

DDS compression is 54 = DXT5, 52, DXt1... etc
the dimension are 0200 x 0200 = 512x512 in dec.


Image
Maxscript and other finished work I've done can be found on my DeviantArt account

kekko
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Re: TR X360 texture format

Post by kekko » Thu Dec 24, 2009 9:55 am

Hi mariokart, thank you for your help.
I'd like to add the "unswizzle" algorithm to the unpacker, how does it work?
bye!

mariokart64n
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Re: TR X360 texture format

Post by mariokart64n » Thu Dec 24, 2009 2:35 pm

personally I can't code or program, and since its a tiling type of swizzle I was able to create a automation to rearrange the pixels in paintshoppro.

although there are a few sources that have working unswizzle code. it's either borrowed from someone else, or illegally obtained from the SDK... so I guess if you wanted to, you could email Surveyor, he's converted someone elses python scripts into C# I believe?
Maxscript and other finished work I've done can be found on my DeviantArt account

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