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Final Fantasy XII ZA PC Phyre.dds Textures
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Acewell
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[PC] Final Fantasy XII: The Zodiac Age (*.phyre)
here is a Noesis python script to open your 3 samples 
*script updated Feb 28, 2018* supports argb8, bc5, a8, dxt5
*script updated Feb 28, 2018* supports argb8, bc5, a8, dxt5
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Last edited by Acewell on Thu Mar 01, 2018 1:31 am, edited 1 time in total.
Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
Thank you very much agaian it works, but it conflicts with the ffx hd plugin i need to disable it to use this one.AceWell wrote:here is a Noesis python script to open your 3 samplessupports argb8 and bc5
Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
Hello.AceWell wrote:here is a Noesis python script to open your 3 samplessupports argb8 and bc5
I have some .phyre from PS4 games, it look very like that 3 samples. Unfortunately not support by tex_FinalFantasyXIIZA_PC_phyre.py
It's there a Noesis python script or bms script support .phyre from PS4?
Here is my samples
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akderebur
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Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
Just the file structures are similar, since they are both phyre engine files. The texture data in your samples isn't just raw pixels or block compression like FFX. I guess there is some additional compression because of the GNM format.onelight wrote: Hello.
I have some .phyre from PS4 games, it look very like that 3 samples. Unfortunately not support by tex_FinalFantasyXIIZA_PC_phyre.py
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EmptyMan
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Re: [PC] Final Fantasy XII: The Zodiac Age (*.phyre)
Hello, AceWell.AceWell wrote:supports argb8 and bc5
Can you add support more textures?
Samples:
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Acewell
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
okay i updated the script here to support dxt5 and a8 also
viewtopic.php?p=137846#p137846
the only one i could not get was the cubemap, still not sure how to read and display those properly.
i guess if you need that one bad enough you can just use TextureFinder.
viewtopic.php?p=137846#p137846
the only one i could not get was the cubemap, still not sure how to read and display those properly.
i guess if you need that one bad enough you can just use TextureFinder.
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notmyfavorite
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
Ace, you're fantastic...
Anychance you could shed some light on some *.cm files?
Texturefinder for sure reveals some obvious images.. not sure what to make of them..
here are some samples..
Anychance you could shed some light on some *.cm files?
Texturefinder for sure reveals some obvious images.. not sure what to make of them..
here are some samples..
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Acewell
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
are those samples from this same game? they sure don't look like phyre files to me.
not much i can do with them, i can only help break down the chunks to better see what is happening.
this bms script will split the chunks into individual files from cm samples (i wish we had spoiler tags here
)
the FCT and FTE chunks can be broken down further with this script into the number of files they contain,
i believe the FTE files contain series of image data while the FCT files contain series of palette data,
but i'm not sure, this is too chaotic for me and i've only dabbled with paletted images previously.
not much i can do with them, i can only help break down the chunks to better see what is happening.
this bms script will split the chunks into individual files from cm samples (i wish we had spoiler tags here
Code: Select all
# script for QuickBMS http://quickbms.aluigi.org
get EXT extension
if EXT == cm
get FOLDER basename
idstring "\x40FRP"
get ZERO long
get DATA_SIZE long
get FILES long
goto 0x30
for i = 1 to FILES
get OFFSET long
math OFFSET + 0x30
savepos TMP
goto OFFSET
get SKIP byte
getdstring EXT 3
get SKIP long
get SIZE long
string NAME p "%s\%s_%d.%s" FOLDER FOLDER i EXT
log NAME OFFSET SIZE
goto TMP
next i
elif EXT == FTE
get FOLDER basename
idstring "\x40FTE"
get ZERO long
get DATA_SIZE long
get FILES long
goto 0x40
for i = 1 to FILES
get UNK long
get WIDTH short
get HEIGHT short
get UNK long
get UNK2 long
get ZERO long
get SIZE long
get OFFSET long
get UNK4 long
string NAME p "%s_%s\%02d_%03d_%03d.texd" FOLDER EXT i WIDTH HEIGHT
log NAME OFFSET SIZE
next i
elif EXT == FCT
get FOLDER basename
idstring "\x40FCT"
get ZERO long
get DATA_SIZE long
get FILES long
goto 0x30
for i = 1 to FILES
get UNK long
get UNK2 long
get UNK3 long
get OFFSET long
savepos TMP
if i == FILES
xmath SIZE "DATA_SIZE - OFFSET"
else
goto 0xc 0 seek_cur
get NEXT_OFFSET long
xmath SIZE "NEXT_OFFSET - OFFSET"
endif
string NAME p "%s_%s\%02d.pald" FOLDER EXT i
log NAME OFFSET SIZE
goto TMP
next i
endif
i believe the FTE files contain series of image data while the FCT files contain series of palette data,
but i'm not sure, this is too chaotic for me and i've only dabbled with paletted images previously.
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notmyfavorite
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
Awesome, trying it out right now! This is really interesting! Thanks for taking the time to help out!
I've actually found something kind of interesting with the `.phyre` files recently..
Texture Finder actually finds the mipmaps in the .dds while Noesis does not seem to be doing so..
I have been editing the exported dds version from Noesis but have found that it clearly does not include the entire texture.
See the screenshot below.. Any ideas?
Noesis (left) -- Texturefinder (right)
I've actually found something kind of interesting with the `.phyre` files recently..
Texture Finder actually finds the mipmaps in the .dds while Noesis does not seem to be doing so..
I have been editing the exported dds version from Noesis but have found that it clearly does not include the entire texture.
See the screenshot below.. Any ideas?
Noesis (left) -- Texturefinder (right)
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Acewell
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
no, the entire image is there, just no mipmaps. none of my scripts are set for mipmaps,notmyfavorite wrote:Texture Finder actually finds the mipmaps in the .dds while Noesis does not seem to be doing so..
I have been editing the exported dds version from Noesis but have found that it clearly does not include the entire texture.
i don't care for them, you can easily resave the images to restore mipmaps.
if you edit the image then you will have to save out new mipmaps anyway which is easy enough.
Last edited by Acewell on Sat Mar 03, 2018 6:49 pm, edited 1 time in total.
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notmyfavorite
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
Yeah they are, found in the the ps2data folder...
`ps2data\obj_finish\in\*`
I have been using gimp to save the .dds files after editing them.. they don't seem to be creating mipmaps properly.. is there an application you would suggest?
is it hypothetically possible to extract the dds with mipmaps? I ask becuase editing these dds files and then reinserting them into a phyre file via hex editing is a lot of work.. it seems like it would just be easier to extract the mipmaps as well?
`ps2data\obj_finish\in\*`
I have been using gimp to save the .dds files after editing them.. they don't seem to be creating mipmaps properly.. is there an application you would suggest?
is it hypothetically possible to extract the dds with mipmaps? I ask becuase editing these dds files and then reinserting them into a phyre file via hex editing is a lot of work.. it seems like it would just be easier to extract the mipmaps as well?
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Acewell
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
so those are from PS2 platform and not PC, that explains the paletted image data and why i asked.notmyfavorite wrote: found in the the ps2data folder...
i use Photoshop with Nvidia tools to save out dds and anything is possible given enough time and interest invested.
it sounds like you want a phyre file exporter which is a modding thing and not my area.
edit
now it all makes sense knowing your samples are taken from PS2
if you combine the first palette with the first image data and open it in ConsoleTextureExplorer you get this
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kidling
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
AceWell is possible to do a plugin for noesis to import the colada file inside the phyre container(FFXII)?
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Acewell
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Re: Final Fantasy XII ZA PC Phyre.dds Textures
i can't do much with the model in the phyre containers, maybe Hex2obj but that is about it.
the phyre files are already chaotic in my eyes, daemon1 seems to have it figured out though, give his phyre tools a try.
viewtopic.php?f=16&t=16930
the phyre files are already chaotic in my eyes, daemon1 seems to have it figured out though, give his phyre tools a try.
viewtopic.php?f=16&t=16930
