Star Wars: Jedi Starfighter

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CZW
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Star Wars: Jedi Starfighter

Post by CZW » Sat Mar 10, 2007 8:42 am

i have unpack archives files.. and found one texture folder, with .TEX files
i tried to convert TEX to BMP, i have test some possibility and soft, but i think this is a variant ...
someone could help me ??

thx
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Post by CZW » Sat Mar 24, 2007 8:03 am

up .. nobody havea solution ?????

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Post by Mr.Mouse » Sat Mar 24, 2007 9:09 am

Hmm, well, just looking at it briefly, it would seem to be a texture of 128x128 in size, it's not compressed it seems, as 128x128 = 0x4000h, and it has a palette of 256 colours probably (256xRGBAlpha = 0x400). Together this is 0x4400h, the exact size of the texture data (starts at offset 0x14h).

But I haven't looked throroughly enough as to type of texture.

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Post by CZW » Sat Mar 24, 2007 11:25 am

i have test many convert tools , for .tex format.. but no one work .. :(

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Deniz Oezmen
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Post by Deniz Oezmen » Sat Mar 24, 2007 12:05 pm

Starting from Mr.Mouse's description (though the palette comes first, so the texture data actually starts at 0x0414 ;-)) and for a moment ignoring the alpha channel, as I currently only have a BMP writing library at hand, this is what I have got. I am not sure whether the palette orientation is BGR (on the left) or RGB (on the right).

So, there is not much to it, as already suspected.

Any thoughts?
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Post by CZW » Sat Mar 24, 2007 4:38 pm

my god ..
excellent ...
i'm a noob about file description .. could give me a small progam for convert .tex ?? please

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Post by Deniz Oezmen » Sat Mar 24, 2007 6:40 pm

Sure, test the attached program. Usage via the command line:

Code: Select all

TEX2TGA *.tex
or similar ...

Im not sure about the alpha channel, though. The results look a bit weird to me, but then again, I do not know what this texture is supposed to represent. You will have to check that for yourself.

[Edit: attached updated version]
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Last edited by Deniz Oezmen on Sun Mar 25, 2007 11:04 am, edited 1 time in total.

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Post by Darkfox » Sat Mar 24, 2007 7:08 pm

Looks to me like it is supposed to be a ship.

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Post by Deniz Oezmen » Sat Mar 24, 2007 7:34 pm

Darkfox wrote:Looks to me like it is supposed to be a ship.
I thought that too, but the black parts of the image are marked as opaque, while everything else (also what I would interpret as metal) is attributed a value somewhere in the middle ranges. Thus, even turning the scale upside down does not make much sense.

Interesting fact: The palette seems to be sorted by what I have presumed to be the alpha value. I'm not sure whether this has some importance.

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Post by Darkfox » Sat Mar 24, 2007 8:34 pm

I also noted that in the example picture you displayed the right image seemed to have correct skin tone for the pilot's face. Hm. Games and their odd formats, no?

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Post by Deniz Oezmen » Sun Mar 25, 2007 12:10 am

Maybe the right example uses the correct colour sequence. I am still not sure about that ...
But you are right, games tend to have have very odd formats. I am actually quite grateful for the current trend towards the use of standardized file formats.

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Post by CZW » Sun Mar 25, 2007 10:26 am

Deniz Oezmen wrote:Sure, test the attached program. Usage via the command line:

Code: Select all

TEX2TGA *.tex
or similar ...

Im not sure about the alpha channel, though. The results look a bit weird to me, but then again, I do not know what this texture is supposed to represent. You will have to check that for yourself.
wooww
all working perfectly... except, le blue channel must be the red .. i think ...

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Post by Deniz Oezmen » Sun Mar 25, 2007 11:05 am

CZW wrote:all working perfectly... except, le blue channel must be the red .. i think ...
Okay, that probably settles our discussion. ;-)
See the above post, I have updated the attachment accordingly.

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Post by CZW » Sun Mar 25, 2007 5:38 pm

perfect work, congratulations !!!!!!!!

now, the color is perfect..
cuz see a havoc blue isn't logical, now is red as usual ....
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Post by CZW » Sun Mar 25, 2007 5:44 pm

now the right color .. red
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