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PostPosted: Sat Aug 19, 2017 4:18 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 326
there is no plugin to to open these *.dat files or magically detect the type of data, it has to be done manually. :)
offzip gives the *.dat files no useful file names and they are headerless.
it is up to each person to open the dat files in a hex editor and identify the data type,
some are image data, some are face indices, some are vertex blocks etc...

your 00000019.dat sample looks like vertex data for a track model to me. :D
Image

your 00000000.dat file looks like it has not been run through offzip yet. i still see some compressed blocks

for the png example i converted before, i had to open some dats in a hex editor and selected one with image data,
then i had to input information into a temp python script by hand to begin trial and error regarding width and height
based on file size, then the format based on known X360 tiled formats. the best i can do to help you further is provide
the temp script which is not automated, you have to input the values for trial and error which means you still have to
teach yourself how to identify the data through experience. i hope this was clearer. :)


Attachments:
00000019dat.png [15.45 KiB]
Not downloaded yet

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PostPosted: Thu Aug 24, 2017 4:12 am 

Joined: Fri Aug 18, 2017 11:20 am
Posts: 15
Acewell wrote:
there is no plugin to to open these *.dat files or magically detect the type of data, it has to be done manually. :)
offzip gives the *.dat files no useful file names and they are headerless.
it is up to each person to open the dat files in a hex editor and identify the data type,
some are image data, some are face indices, some are vertex blocks etc...

your 00000019.dat sample looks like vertex data for a track model to me. :D
Image

your 00000000.dat file looks like it has not been run through offzip yet. i still see some compressed blocks

for the png example i converted before, i had to open some dats in a hex editor and selected one with image data,
then i had to input information into a temp python script by hand to begin trial and error regarding width and height
based on file size, then the format based on known X360 tiled formats. the best i can do to help you further is provide
the temp script which is not automated, you have to input the values for trial and error which means you still have to
teach yourself how to identify the data through experience. i hope this was clearer. :)


Okay, provide me the temp script. I'll try it. Yup. That's the hardest, I think I must see some tutorial on youtube how to identify the data since hex has many ANSI code rows that's hard to translate into one. Dunno how you identify it, maybe there a special ANSI code or Hex block that I must see in ? I'll never give up because this the only way I can get Macau textures.

Assetto corsa, Raceroom has also the Macau track, even the track is almost same like Project Gotham Racing 4 Macau track, but loss many textures inside. Project Gotham Racing 4 has Macau track detailed more. That's why I'll never give me for this one.

Regards


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PostPosted: Thu Aug 24, 2017 4:55 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 326
Mondraconus wrote:
Okay, provide me the temp script.

okay here ya go :)
Attachment:
tex_dat.zip [719 Bytes]
Downloaded 12 times

this Noesis python texture script goes in noesis\plugins\python folder.
you have to set the width (line 16), height (line 17) and format (line 15) in the script,
there are seven X360 formats listed for testing, enter the number of the format to test!



Mondraconus wrote:
Dunno how you identify it

the best i can tell you is open a bunch of known textures in a hex editor and inspect the patterns closely, and do the
same with a bunch of different known model files too, your pattern recognition skills will get better the more you see them.

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PostPosted: Thu Aug 24, 2017 5:57 am 

Joined: Fri Aug 18, 2017 11:20 am
Posts: 15
Quote:
Mondraconus wrote:
Dunno how you identify it

the best i can tell you is open a bunch of known textures in a hex editor and inspect the patterns closely, and do the
same with a bunch of different known model files too, your pattern recognition skills will get better the more you see them.


If I may ask you again, do you remember what the image file do you get from the last .dat that you convert to .png before ( dds, png, dxt, or else ) ? I already see the tutorial, according to it I must use "find" command and type image format in there ( dds, png, or else ) and if I find it in the bunch of HEX at the right, that means .dat contains image data depend on what format I typing in.

PS : thanks for the code, now I'm still tried to search from the hex editor for the correct image file one. Hope I can find it and soon I can extract and convert it to .png format as you do before.

Regards


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PostPosted: Thu Aug 24, 2017 8:21 am 

Joined: Fri Aug 18, 2017 11:20 am
Posts: 15
Mondraconus wrote:
Quote:
Mondraconus wrote:
Dunno how you identify it

the best i can tell you is open a bunch of known textures in a hex editor and inspect the patterns closely, and do the
same with a bunch of different known model files too, your pattern recognition skills will get better the more you see them.


If I may ask you again, do you remember what the image file do you get from the last .dat that you convert to .png before ( dds, png, dxt, or else ) ? I already see the tutorial, according to it I must use "find" command and type image format in there ( dds, png, or else ) and if I find it in the bunch of HEX at the right, that means .dat contains image data depend on what format I typing in.

PS : thanks for the code, now I'm still tried to search from the hex editor for the correct image file one. Hope I can find it and soon I can extract and convert it to .png format as you do before.

Regards


Anyway can you rip .STREAM2 file anyway ? I have a instinct if the textures are packed inside this file, since .stream2 file has big file size. Thank you


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PostPosted: Thu Aug 24, 2017 7:12 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 326
Mondraconus wrote:
If I may ask you again, do you remember what the image file do you get from the last .dat that you convert to .png before ( dds, png, dxt, or else ) ?

i'm don't fully understand what you saying, but the converted image i posted on the first page was 00082fc6.dat :)

Mondraconus wrote:
I already see the tutorial, according to it I must use "find" command and type image format in there ( dds, png, or else ) and if I find it in the bunch of HEX at the right, that means .dat contains image data depend on what format I typing in.

i don't know this tutorial, the image files have no useful file names and are headerless like i say before, there is nothing you
can search for in there, you have to identify the data with your eyes. you could also sort the folder by size and examine the
files that share the same size, they are likely image data.
there is nothing more i can add to this thread so good luck! :D

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