I will have a look it can be wide bit-shifted somewhere, not sure or even not there at allcra0 wrote:Yeah I have no idea where they store the dimentions its prob in the header somewhere but not stored as a uint8 16 or 32michalss wrote:2 things i cannot see dimensions of the texture in your template(cannot test im at work). Also if you doing this for X360, all texture dimensions need to be possible divided by 128, this is the common rule for most textures for X360 games. this is just a tip
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Resident Evil HD REMASTER PC
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michalss
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Re: Resident Evil HD REMASTER PC
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
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Thief1987
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Re: Resident Evil HD REMASTER PC
Width\Height store in 3 bytes in header 09-0B, 12 bit on each value. But also need use multiplier for this values to find out real texture size, in some case it's width*2, height*4, some width*4 height*2, other width*2 height*2, i don't know how proper figure out this multipliers
- shakotay2
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Re: Resident Evil HD REMASTER PC
How did you get the details from sub_status_00_ID_HQ raw file? edit: ok, got the details with DXT11, BC5UNORM (format typeID: 0x2B?) but still not nice
(Using a fake DDS header I'm going to change the bitmasks in DDS_PIXELFORMAT (or the dwCaps DWORD in the DDS_HEADER structure) but it's a little bit tedious trying out the various possibilities.)
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Last edited by shakotay2 on Thu Jan 29, 2015 12:31 pm, edited 2 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- shakotay2
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Re: Resident Evil HD REMASTER PC
format description from cra0 (thx
) makes sense (GUIIcon_NOMIP.tex):
though I feel I'm missing something.
This is the header:where the texture type is given at 0x0D: 0x28
though I feel I'm missing something.
This is the header:
Code: Select all
Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F
00000 54 45 58 00 9D 20 00 20 01 40 00 08 01 28 01 00 TEXYou do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Resident Evil HD REMASTER PC
I've been trying to figure out how to edit the colors of these files for a while now, but I'm out of my depth. Any progress on making those textures not look green and purple? When you say that it's tedious trying out the various possibilities, is there something I can do in a program or whatever if I've got the time?shakotay2 wrote:(Using a fake DDS header I'm going to change the bitmasks in DDS_PIXELFORMAT (or the dwCaps DWORD in the DDS_HEADER structure) but it's a little bit tedious trying out the various possibilities.)merlinsvk wrote:You can use DXT5, but they will be greenish.
Re: Resident Evil HD REMASTER PC
Please help me, I have a problem, I extract the textures from the RE HD, and the RE0 HD Xbox 360 without problems, however, when I reimport, even without being edited, those with _MM.TEX, are buggy, that in the Xbox 360 version, they extract in .TGA, and are reimported without problems, with the exception of those with _MM.TGA, when they are reimported, they bug, break, and when you put them in the game, it gets buggy, or it extracts again it gets buggy, even if it doesn't edit them, extract them and reimport them, they bug, break, blur, I don't know what to do, .TXT file of them, when extracted are as follows: TEX
Format = DXT5A
Mips = 8
Textype = 25
The sizes vary for each texture, how can I solve this problem? Can someone help me? I'm just having problems with this type !, the others are normal, can someone help me?
Format = DXT5A
Mips = 8
Textype = 25
The sizes vary for each texture, how can I solve this problem? Can someone help me? I'm just having problems with this type !, the others are normal, can someone help me?
- Bastien
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Re: Resident Evil HD REMASTER PC
> when I reimport, even without being edited, those with _MM.TEX, are buggy,
The reason is probably texture swizzling, or the 'greenish/pinkish' normal map textures. Basically the game swaps the RGB channels of the textures, to GRB or something. That's why they look greenish on your 3d program.
Noesis has a functionality for texture swizzling, I remember being helped by Mr. Adults way back. You can also try swapping the channels in a photo editor program that can read DSS, e.g. photoshop + nvidia plugins or GIMP + plugin.
The reason is probably texture swizzling, or the 'greenish/pinkish' normal map textures. Basically the game swaps the RGB channels of the textures, to GRB or something. That's why they look greenish on your 3d program.
Noesis has a functionality for texture swizzling, I remember being helped by Mr. Adults way back. You can also try swapping the channels in a photo editor program that can read DSS, e.g. photoshop + nvidia plugins or GIMP + plugin.
