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PostPosted: Wed May 11, 2016 4:36 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 8
This game has a .p6t texture format used by Irem in games like R-Type Final (PS2).
I need a tool to convert this .p6t to any editable format with transparency and convert back to .p6t.
Textures are stored in .DAT containers, aluigi already did a bms script to extract them, but an extract/inject feature would be awesome.
I know it's a a heavy request.
Thank you in advance for your help.

Attachment:
File comment: with TGA converted sample.
P6T_sample.7z [80.85 KiB]
Downloaded 43 times

Attachment:
DAT_file_sample.7z [2.06 MiB]
Downloaded 42 times


NOTE1: There's already a tool wich look into .DAT files and convert this format to .TGA (thanks to neko68k), but not reverse convertion sadly.
https://sourceforge.net/projects/rtftool/
https://github.com/neko68k/rtftool

NOTE2: A thread for the same topic I wrote a year ago :oops:
http://assemblergames.com/l/threads/converting-p6t-texture-files-help-request.56130/


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PostPosted: Tue May 31, 2016 2:44 am 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 8
I know is pretty early to bump this thread since its creation, but I think there's always room for some teasing-humor.
Main character skin mod test:
Image
In addition, I've attached the sources for the P6T viewer/exporter avaliable for those too lazy to dig in github, etc (look at end of post). The tool is under GNU license and after looking at the README files, there's no problem with modifying the code.

I took a look for myself like a scared mouse and it looks (warning! programming outsider language onward) like the bulk it's in the files "p6t.h","p6t_v2.cpp" and "TGA.cpp/h".
After reading at some C++ tutorials, I should declare new variables(?) and program a process to convert back from TGA to P6T and another one to import into DAT container (this is modifying the export code??).
It may sound easy and I must look pathetic for the C savy... but take a laugh if you like. Maybe someone can point which direction I should take if not directly do it for me :oops: . I would ask to Finn & Jake but they're not real.

All those texture formats already fully-covered (TIM2, TX48, TXD, TXS, FNT, AMT, TPL, BGV, BTV...) and I take one of the two only games on PS2 using this strange format as my favourite wish-for-modding of all time. Tsk, tsk.
Image


Attachments:
rtftool-master.zip [63.15 KiB]
Downloaded 38 times
p6tview-code-2.zip [4.36 MiB]
Downloaded 43 times
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PostPosted: Thu Jan 12, 2017 11:08 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 8
Last bump for this free petition here, friends ;)
Just to give visibility to the paid one at zenhax market and also let you know that I keep trying to get a workaround by myself (noobie-style) and its gettin interesting, just a moment ago I managed to boot the game full untextured without any crash editing ELF exe.
Heres an image of it on PCSX2:
Attachment:
Sin título.png [64.71 KiB]
Not downloaded yet

You can take a look at all mess and laugh or help here (links send you to the same posts but maybe someone here didn't heard about ps2-home, a must-for-modders let me say):
http://assemblergames.com/l/threads/disaster-report-raw-danger-fix-project.52849/page-2
http://www.ps2-home.com/forum/viewtopic.php?f=24&p=12807&sid=60cabcaa38e22b9fd96a05a54ed598ca#p12807

Regards!


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