aagems wrote:Anyone?please help..
Here is a quickbms script to convert the texture(s) inside a .TEX file:
http://ps23dformat.wikispaces.com/file/ ... undTEX.bms
The script must be run using the Microsoft Windows Command prompt (it will will not work by clicking quickbms.exe), you can get quickbms here:
http://aluigi.altervista.org/quickbms.htm
Use the script as follows and note the w in -w must be lowercase:
C:\quickbms\quickbms.exe -w C:\quickbms\HauntingGroundTEX.bms C:\HauntingGround\FIO_000.TEX C:\HauntingGround
The script will then output one txd file for each of the textures inside the .TEX file.
Use this program to then view and convert the textures (but turn the filter off, and the alpha maps off, and use the "several textures" option when exporting even though there is only one texture in each txd):
http://www.thegtaplace.com/downloads/f4 ... txd-viewer
As for the format of the TEX files:
The first 4ByteInteger is the number of textures in the TEX file
Then every texture's header which is 0x10 bytes in length is present.
The first 4Bytes in the header are unknown
The next 2 are the X Length
The next 2 are the Y Width
The next 4 are unknown
The next 4 is the position of the data relative to the start of the header.
Format of the data:
The first part of the data are the bitmap pixels So if X=4 and Y=4 there would be decimal 16 bytes in this section.
Then after all the pixels, is the 256 color palate:
1Byte Red, 1Byte Green, 1ByteBlue, 1Byte something (usually FF, or 80 I forgot the name for it).
However the palate uses 8x2 tiles, which my quickbms scripts compenstates for.