Psi-Ops texture file help (PC port from the Xbox version)
Psi-Ops texture file help (PC port from the Xbox version)
Hey! I've been trying to look into Psi-Ops: The Mindgate Conspiracy PC version textures to hopefully modify the hud elements a bit. The game archive has multiple .tex files which are all 44bytes and a XBOX_global_texture_buffer.tbx file(Linked below). I've been able to make the tbx file a bit more clearer with TextureFinder and Raw Texture Cooker (DXT5), but it looks like I can never get the full image to be clear, only sections. So I assume it's somehow compressed from multiple parts but I have no idea how. I'd appreciate any help on how to modify the file in a proper way and then save it in the proper format.
https://drive.google.com/file/d/1FF1OK- ... sp=sharing
Here's the archive that includes the UI files (I think)
https://drive.google.com/file/d/19Jqlng ... sp=sharing
https://drive.google.com/file/d/1FF1OK- ... sp=sharing
Here's the archive that includes the UI files (I think)
https://drive.google.com/file/d/19Jqlng ... sp=sharing
- Bigchillghost
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Re: Psi-Ops texture file help (PC port from the Xbox version)
Wrapped raw data with PVRTexTool on LEVEL00U.w32:
The XBOX_global_texture_buffer.tbx has a copy in LEVEL00U.w32, did you get it by unpacking the .w32 file?You do not have the required permissions to view the files attached to this post.
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when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
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Re: Psi-Ops texture file help (PC port from the Xbox version)
Yes I got that from unpacking the .w32 file.
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Re: Psi-Ops texture file help (PC port from the Xbox version)
May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe


Re: Psi-Ops texture file help (PC port from the Xbox version)
Watto Game Extractor. The archive looks like this unpacked

- Bigchillghost
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Re: Psi-Ops texture file help (PC port from the Xbox version)
Here's a BMS script that'll convert all tex files in the w32 archive to dds dxt5 format, and extract all the contents like the tool you used.
You do not have the required permissions to view the files attached to this post.
May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe


Re: Psi-Ops texture file help (PC port from the Xbox version)
Oh thanks so much! Any chance of packing the files up after editing some of them? Also happy holidays!Bigchillghost wrote: ↑Tue Dec 24, 2019 1:34 pm Here's a BMS script that'll convert all tex files in the w32 archive to dds dxt5 format, and extract all the contents like the tool you used.
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Re: Psi-Ops texture file help (PC port from the Xbox version)
You might use the following scripts for reimport:
Usage:
1. Unpack and convert the textures to DDS with previous script(w32TexConv.bms).
2. Edit the textures as you pleased, but be aware that you must NOT change the pixel format, and its size, that is, no MIPs are allowed.
3. Create a folder along the w32 file that's to be repacked, named as in the following format: "<filename>_repack".
For instance, "LEVEL00U_repack" for the file "LEVEL00U.w32". Copy or move your edited dds textures into this folder.
4. Run the script "DDS2PXL.bms" on all the dds textures (using wildcard "*.dds") in the folder. This should convert all your edited textures to raw pixel data files.
5. Backup your w32 file before repacking. Run "reimport2.bat" from the QuickBMS folder, select the script "w32Repacking.bms" from this attachment, then the exact w32 file that you unpacked your files from, in this case, "LEVEL00U.w32". That should reimport the pixel data back to the archive.
Theoretically it'll work for all unpacked files, but it's your job to make sure you know what you're doing.
Have fun!

You do not have the required permissions to view the files attached to this post.
May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe


Re: Psi-Ops texture file help (PC port from the Xbox version)
Thank you so much!! Time to fix up the UI texturesBigchillghost wrote: ↑Thu Dec 26, 2019 4:36 pmYou might use the following scripts for reimport:
Repacking.zip
Usage:
1. Unpack and convert the textures to DDS with previous script(w32TexConv.bms).
2. Edit the textures as you pleased, but be aware that you must NOT change the pixel format, and its size, that is, no MIPs are allowed.
3. Create a folder along the w32 file that's to be repacked, named as in the following format: "<filename>_repack".
For instance, "LEVEL00U_repack" for the file "LEVEL00U.w32". Copy or move your edited dds textures into this folder.
4. Run the script "DDS2PXL.bms" on all the dds textures (using wildcard "*.dds") in the folder. This should convert all your edited textures to raw pixel data files.
5. Backup your w32 file before repacking. Run "reimport2.bat" from the QuickBMS folder, select the script "w32Repacking.bms" from this attachment, then the exact w32 file that you unpacked your files from, in this case, "LEVEL00U.w32". That should reimport the pixel data back to the archive.
Theoretically it'll work for all unpacked files, but it's your job to make sure you know what you're doing.
Have fun!![]()

Re: Psi-Ops texture file help (PC port from the Xbox version)
I can't open these .dds files. I have tried with Gimp and paint.net.Bigchillghost wrote: ↑Tue Dec 24, 2019 1:34 pm Here's a BMS script that'll convert all tex files in the w32 archive to dds dxt5 format, and extract all the contents like the tool you used.
Any idea as to what am doing wrong?