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PostPosted: Sun Aug 07, 2016 10:38 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 284
Your last 3 samples are just 1280x716 dxt5 big-endian textures,
but the the height stored in the file is 720 and this is what is read by the script.
the others that won't open are dxt5 with probably incorrect dimensions too.
Noesis needs the exact amount of data to display the image or it will error.
I could change the script to subtract 4 from the height dimension to correct them,
but this will throw off other textures that already are correct, maybe there is a flag
or it might be best easier to just convert those by hand. :)

here are those 3 textures converted to png
Attachment:
ntx_304_converted.zip [1.17 MiB]
Downloaded 52 times




edit
and here is those other samples that wouldn't open with the current Noesis script
Attachment:
ntx_wrongheight_converted.zip [4.34 MiB]
Downloaded 50 times




edit2
i updated the Noesis script to open all of the valid textures extracted from your samples in this thread :D
viewtopic.php?p=16241#p16241


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PostPosted: Sat Sep 03, 2016 8:27 am 
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Joined: Sat Jul 23, 2016 12:55 pm
Posts: 36
Hey! Thanks, I'm back again after encountering another problem (I think):

Image

Looks like an alpha problem.


Attachments:
files.rar [303.7 KiB]
Downloaded 41 times
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PostPosted: Sat Sep 03, 2016 10:29 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 284
okay i updated the Noesis python script to support dxt3 textures now :D
viewtopic.php?p=16241#p16241


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PostPosted: Tue Feb 21, 2017 3:21 pm 
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Joined: Sat Jul 23, 2016 12:55 pm
Posts: 36
There's a different format for the PS3 version it seems, attached a sample below. :)

It's an archive rather than an individual texture file like the .ntx


Attachments:
ps3sample.rar [1.48 MiB]
Downloaded 24 times
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PostPosted: Wed Feb 22, 2017 12:23 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 284
use this bms script to split the ntp archive first
Code:
endian big
idstring "NTP3"
findloc OFFSET binary "\x47\x49\x44\x58"
do
   goto OFFSET
   get DUMMY long
   findloc NEXT_OFFSET binary "\x47\x49\x44\x58" 0 ""
   math OFFSET - 0x40
   goto OFFSET
   get SIZE long
   string NAME p "%08x.tex" OFFSET
   log NAME OFFSET SIZE
   math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""


then use this bms script to convert the extracted tex files to dds
Code:
set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x05\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endian big
get size long
getdstring null 0xF
get type byte
get width1 byte
get width2 byte
get height1 byte
get height2 byte

if type == 0
   putVarChr MEMORY_FILE 0x57 0x31
elif type == 1
   putVarChr MEMORY_FILE 0x57 0x33
elif type == 2
   putVarChr MEMORY_FILE 0x57 0x35
endif

putVarChr MEMORY_FILE 0x11 width1 byte
putVarChr MEMORY_FILE 0x10 width2 byte
putVarChr MEMORY_FILE 0xD height1 byte
putVarChr MEMORY_FILE 0xC height2 byte
get NAME basename
string NAME + ".dds"
append
math size - 0x50
log MEMORY_FILE 0x50 SIZE
append
endian little
math SIZE + 0x80
log NAME 0 SIZE MEMORY_FILE

:D


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PostPosted: Thu Feb 23, 2017 2:13 am 
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Joined: Sat Jul 23, 2016 12:55 pm
Posts: 36
Awesome! :)

I'm trying to extract .tex files from a .ntp of a different .bin file.

It produces this error: Image

Also those .tex files than do export, seem to broken. Opening them in Texturefinder shows how it would look correctly.
Image

In texturefinder:
Image

Sorry for the large pictures :oops: :lol:


Attachments:
File comment: broken .tex
00202de0.rar [154.37 KiB]
Downloaded 23 times
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PostPosted: Thu Feb 23, 2017 4:36 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 284
here you go, one bms script to extract and convert all textures from both your PS3 samples :D
Attachment:
Tekken6_PS3_ntp2dds.zip [663 Bytes]
Downloaded 22 times


i'm thinking about doing the same for the X360 files too just for kicks :D

edit
i updated the bms and Noesis python scripts here for better accuracy with the 360 samples :D
viewtopic.php?p=16241#p16241


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PostPosted: Sun Feb 26, 2017 12:10 am 
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Joined: Sat Jul 23, 2016 12:55 pm
Posts: 36
Thanks so much for your help! :)


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PostPosted: Sun Feb 26, 2017 7:49 am 
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Joined: Sat Jul 23, 2016 12:55 pm
Posts: 36
I just had another discovery. There's some .dat files that either contain models, textures or both in one. :!:
Here's a sample. :mrgreen: (I'm pretty sure it's purely textures in the .dat file)


Attachments:
00000000000000c3.dat [3.36 MiB]
Downloaded 20 times
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PostPosted: Sun Feb 26, 2017 4:09 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 284
okay this modified bms script only works with your dat sample :)
Attachment:
Tekken6_PS3_dat2dds.zip [669 Bytes]
Downloaded 22 times


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