I opened your DDS file using Hex Workshop. And I opened an uncompressed file as well.
I can't seem to figure out where the DDS header ends (it ends at 128 bytes, right? Which one is that?) I don't see any information regarding width and height either, but that's probably I can't figure out where byte 12 and 14 are either...Grasping in the dark here.
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Resident Evil 5 Benchmark Backgrounds
Re: Resident Evil 5 Benchmark Backgrounds
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- Evin
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Re: Resident Evil 5 Benchmark Backgrounds
Use normal view, like from 0 to F, not 0-20, and then you can see the header.
The size of header is fixed, 128byte (80h).
The size of header is fixed, 128byte (80h).
Re: Resident Evil 5 Benchmark Backgrounds
Thanks evin.
Okay, so I did a few attempts at replacing the uncompressed stuff after the DDS header and was able to get the image Mr. Mouse also produced except with a weird line through it. Also, I tried the same thing for the other images but that didn't work out too well. I have to say that I haven't figured out how to edit width and height yet but I don't think that's the problem.

Okay, so I did a few attempts at replacing the uncompressed stuff after the DDS header and was able to get the image Mr. Mouse also produced except with a weird line through it. Also, I tried the same thing for the other images but that didn't work out too well. I have to say that I haven't figured out how to edit width and height yet but I don't think that's the problem.

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Mr.Mouse
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Re: Resident Evil 5 Benchmark Backgrounds
Please upload the second file you did that didn't work out that well. The first (that I also did) is simply a matter of wrong offset of the image data in the dds you created. You should have saved the dat starting from 80 hexadecimal (128 decimal, or the 129th byte))
You should familiarize yourself with hexadecimal numbers (0-f): http://wiki.xentax.com/index.php/DGTEFF ... _Numbering
Files are bytes stored sequentially, starting with byte 0 (the first byte). Hexadecimal numbers go from 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f. After f comes 10, 11, 12 ,13, 14, 15, 16, 17, 18 , 19, 1a etc. If you count them a = 10 decimal, b = 11, c = 12 , d = 13, e = 14 and f = 15. 10 = 16, 11 = 17 etc.
So byte 12 is the byte at position 12 (c) (or the 13th byte!).
You should familiarize yourself with hexadecimal numbers (0-f): http://wiki.xentax.com/index.php/DGTEFF ... _Numbering
Files are bytes stored sequentially, starting with byte 0 (the first byte). Hexadecimal numbers go from 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f. After f comes 10, 11, 12 ,13, 14, 15, 16, 17, 18 , 19, 1a etc. If you count them a = 10 decimal, b = 11, c = 12 , d = 13, e = 14 and f = 15. 10 = 16, 11 = 17 etc.
So byte 12 is the byte at position 12 (c) (or the 13th byte!).
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Re: Resident Evil 5 Benchmark Backgrounds
I think, the first image is compressed with DXT1-3-5, but the header is bad. The size of the second image is incorrect, maybe.
Why don't you try out the DMC4 text2dds converter? Maybe works.
viewtopic.php?f=10&t=3057&st=0&sk=t&sd=a&start=30
Why don't you try out the DMC4 text2dds converter? Maybe works.
viewtopic.php?f=10&t=3057&st=0&sk=t&sd=a&start=30
Re: Resident Evil 5 Benchmark Backgrounds
Thanks evin, that worked.
And thanks for that link Mr. Mouse. I'll take my time and try things out for a while.
And thanks for that link Mr. Mouse. I'll take my time and try things out for a while.
