Gladius PS2 extracted texture , colour help.
Posted: Tue Apr 22, 2014 12:57 pm
I've been working on extracting various files from Lucas Arts Gladius game (for PS2,XBox and GameCube). With the help of game extractor I've managed to turn the large BEC archives into indidividual files, and then with various zlib decompressors I've managed to turn those files into 'meaningful' data.
I have been struggling to get the texture data out though. The various code files seem to refer to the textures as TGA files, but they don't have a standard TGA Header, instead the data (on the ps2 version at least) seems to be raw 16bit per pixel rgb data after a given offset. I've extracted that (sample enclosed), but the colour data is wrong. The aspect ratio of the image also seems a little odd, this one came out at 256x392 to get the 'full' image, but as you can see it definitely looks stretched vertically.
Has anyone come across this sort of colour 'corruption' before and could offer some advice on where to start looking to fix it? I've tried changing texture order from rgb to grb and other combinations. I've tried looking for palette data but couldn't see anything particuarly appropriate in my sample files. I've also tried inverting the colours and so on in Paint.Net but am a little stumped now.
I've also been trying to compare the data differences between the xbox and ps2 versions for a hint as to how it might be structured but they seem pretty different as well. Thats probably a post for another day though.
Thanks in advance.
I have been struggling to get the texture data out though. The various code files seem to refer to the textures as TGA files, but they don't have a standard TGA Header, instead the data (on the ps2 version at least) seems to be raw 16bit per pixel rgb data after a given offset. I've extracted that (sample enclosed), but the colour data is wrong. The aspect ratio of the image also seems a little odd, this one came out at 256x392 to get the 'full' image, but as you can see it definitely looks stretched vertically.
Has anyone come across this sort of colour 'corruption' before and could offer some advice on where to start looking to fix it? I've tried changing texture order from rgb to grb and other combinations. I've tried looking for palette data but couldn't see anything particuarly appropriate in my sample files. I've also tried inverting the colours and so on in Paint.Net but am a little stumped now.
I've also been trying to compare the data differences between the xbox and ps2 versions for a hint as to how it might be structured but they seem pretty different as well. Thats probably a post for another day though.
Thanks in advance.