Join also our Discord channel! Click here.

Textures of Beta Diablo 3, ".tex" files converter needed :)

Get your graphics formats figures out here! Got details for others? Post here!
Necrolis
ultra-n00b
Posts: 7
Joined: Wed Sep 14, 2011 9:06 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by Necrolis » Thu Sep 15, 2011 10:39 am

Fiel wrote:EDIT #3: Good news everyone! I just fed this program every single tex file and they all passed without any crashes.
rofl, well, I'll still add in a check for file existence then :)

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Thu Sep 15, 2011 11:14 am

fantastic work :thumbsup: I need to learn about file headers and I could've helped :D

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Thu Sep 15, 2011 12:43 pm

OK, the next step is to process the image with the map and separate it!

BoyC
beginner
Posts: 34
Joined: Wed Jul 05, 2006 9:24 pm
Been thanked: 2 times

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by BoyC » Thu Sep 15, 2011 1:12 pm

Do we know how they are referencing the texture files from elsewhere? It'd be quite helpful for the mesh research.

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Thu Sep 15, 2011 1:24 pm

depends. I think it's all loaded into memory for performance (once needed the map is loaded into memory and referenced from there)

guesswork

Necrolis
ultra-n00b
Posts: 7
Joined: Wed Sep 14, 2011 9:06 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by Necrolis » Thu Sep 15, 2011 2:40 pm

MrRawr wrote:guesswork
debugger ;)
MrRawr wrote:OK, the next step is to process the image with the map and separate it!
if you mean split it into the individual sections that make up the atlas, then that would need an external DXTn lib (like nVidia's) or use of DX/OGL, imo its easier to use nVidia's Texture Tools and just slice up the DDS in Photoshop
BoyC wrote:Do we know how they are referencing the texture files from elsewhere? It'd be quite helpful for the mesh research.
they use shortened internal names(those from the atlas most of the time) in a bevy of files to reference stuff (I haven't looked too deeply into that part), at runtime the references are held via the SNO chain and the D3D texture handle is stored in the header of the tex file in memory.

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Thu Sep 15, 2011 4:11 pm

that, or find the internal references...

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Thu Sep 15, 2011 4:34 pm

There seems to be no reference in the .gam to any image and it would be very hap-hazzard of blizzard to do a conversion of the name (which I assume ofc they did not.)

So unless there is a file i'm missing I'm stuck :\

InsaneXo
n00b
Posts: 12
Joined: Sun Sep 11, 2011 8:21 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by InsaneXo » Fri Sep 16, 2011 7:10 am

Hello everyone,
anyone made a progress towards .gam files yet ?

nicoli_s
advanced
Posts: 77
Joined: Fri Jan 07, 2005 7:47 am
Has thanked: 1 time
Been thanked: 3 times

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by nicoli_s » Sat Sep 17, 2011 3:33 am

.tex files are referenced via the first UInt32 after the 16 byte header. You can see this reference from the .app files in a section that is referenced from the materials

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Mon Sep 19, 2011 11:27 am

That Number is the File number, the reference is from the .app which is referenced from the materials!? ahhh god damn it. So the files I was missing was the app!!!!

God damn it to hell. Thanks Nicoli.

BoyC
beginner
Posts: 34
Joined: Wed Jul 05, 2006 9:24 pm
Been thanked: 2 times

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by BoyC » Mon Sep 19, 2011 11:52 am

There seems to be even more to it than that - from what I've managed to piece together in my limited free time was that actor files are the big boss - they describe the look and animations of a set piece, possibly even more. For example the dye actor files are virtually the same, they reference the same appearance file, and it seems like their color (or possibly their texture) is described in the actor file.
However some app files aren't referenced by actor files, map pieces for example.
Actor files also reference animation sets which in turn reference animations. Not sure where the materials fit in to all this yet, but I didn't find any references between appearance and materials yet.

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Mon Sep 19, 2011 1:49 pm

BoyC wrote:There seems to be even more to it than that - from what I've managed to piece together in my limited free time was that actor files are the big boss - they describe the look and animations of a set piece, possibly even more. For example the dye actor files are virtually the same, they reference the same appearance file, and it seems like their color (or possibly their texture) is described in the actor file.
However some app files aren't referenced by actor files, map pieces for example.
Actor files also reference animation sets which in turn reference animations. Not sure where the materials fit in to all this yet, but I didn't find any references between appearance and materials yet.
I'm in the same boat. The reference between the .gam and the .app isn't there. they're close but not exact (for example file numbers 82625 = 82626 ) which to me isn't right (the others flux too).

Actor files are the big boss eh? I'll look at them now too

edit: actor files are empty yo

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Mon Sep 19, 2011 2:10 pm

Wow, OK well I've found out that my MPQ extractor failed on me... so I only had half the data! Go me! Brick wall and my head...

Anyway, I might actually make progress today... I feel like crying lol

MrRawr
beginner
Posts: 25
Joined: Tue Sep 13, 2011 6:37 pm

Re: Textures of Beta Diablo 3, ".tex" files converter needed

Post by MrRawr » Mon Sep 19, 2011 4:05 pm

so that file references is 100% the acr reference but how we get from the acr to the tex is another matter...

anyone made progress on the acr files?

Post Reply