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PostPosted: Wed Sep 30, 2020 3:12 pm 

Joined: Wed Mar 04, 2020 11:48 am
Posts: 12
Hi Guys

I need some help getting these textures into a visible (not garbled format)
I know they are .tga format. I know they are either 256x256 or 521x256
When I use Raw Texture Cooker I can see the outline of the texture.
When using Frhed and analyzing the .dat file I can see that the offset 0X2D1 seems to be where the .tga starts as everything before that is the same on all other .dat files.
Can anyone give me some advice on how to export this to a readable .tga?
I tried selecting different compression types, BC1, BC2, BC3 ect..

I have attached a pic of how the texture should look when It's converted correctly. However the tool used to get the correct conversion can't work with all texture, hence I need to learn this harder way so I can tackle them separately.


Attachments:
File comment: The file I am trying to convert
10.dat [65.88 KiB]
Downloaded 22 times
File comment: Settings I am using in Raw Texture Cooker
tgatool.jpg [45.15 KiB]
Not downloaded yet
File comment: How it looks when converted correctly
tgakey.jpg [9.04 KiB]
Not downloaded yet
File comment: Garbled Texture
tga10.jpg [81.28 KiB]
Not downloaded yet
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PostPosted: Sun Oct 04, 2020 5:38 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 695
what is the game name and platform the sample came from? :)
data starts at 0x2d0 and 32bit color palette starts at 0x10350
you can use Console texture Explorer to get the image :D
Image


Attachments:
10dat.png [66.25 KiB]
Not downloaded yet

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PostPosted: Tue Oct 06, 2020 3:30 pm 

Joined: Wed Mar 04, 2020 11:48 am
Posts: 12
Sorry I did leave out some info:

Game is Mortal Kombat Deception.
Platform is PS2.

Awesome Thanks for the help!


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