Dead Rising 1 (PC) Normal Maps
Posted: Wed Sep 21, 2016 8:54 pm
Hello everyone
over the last few days I managed to get most .tex files converted into either .dds or .bmp, but I cannot figure out in which format the normal maps are stored.
Most capcom games seem to use some sort of DXT, whereas DR1 seems to be NOT using DXT. Tried a lot of things.
Here's a description of the header of the file
idstring "TEX\x00"
get VERSION short
get PADDING byte # Most DXT1 files have this set
get MIPMAPS byte
get WIDTH long
get HEIGHT long
get null long
get SIGN long # "DXT1" "DXT5", basically the type of file.
(All little endian)
Here's a zip with 2 normal maps in .tex format. Maybe one of you can figure out what kind of format it is. It's (I think) the only texture format I'm still missing.
http://team-s4s.de/screens/DR1_Normalmaps.zip
If it's any help, if I extract it like a bmp with 16bit I can atleast get it to load in photoshop. Weird artifacts though, so not even toying around with the channels fixes it.
Regards,
Pocky
over the last few days I managed to get most .tex files converted into either .dds or .bmp, but I cannot figure out in which format the normal maps are stored.
Most capcom games seem to use some sort of DXT, whereas DR1 seems to be NOT using DXT. Tried a lot of things.
Here's a description of the header of the file
idstring "TEX\x00"
get VERSION short
get PADDING byte # Most DXT1 files have this set
get MIPMAPS byte
get WIDTH long
get HEIGHT long
get null long
get SIGN long # "DXT1" "DXT5", basically the type of file.
(All little endian)
Here's a zip with 2 normal maps in .tex format. Maybe one of you can figure out what kind of format it is. It's (I think) the only texture format I'm still missing.
http://team-s4s.de/screens/DR1_Normalmaps.zip
If it's any help, if I extract it like a bmp with 16bit I can atleast get it to load in photoshop. Weird artifacts though, so not even toying around with the channels fixes it.
Regards,
Pocky