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PostPosted: Sun Dec 17, 2017 9:52 pm 

Joined: Wed Jul 01, 2015 8:15 pm
Posts: 12
TextureFinder didn't help, any ways to convert into .iwi or .dds?
Attached .hi from Xbox version, .iwi and .dds from PC version.


Attachments:
CoD 4 xbox Textures.7z [3.27 MiB]
Downloaded 42 times
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PostPosted: Wed Dec 20, 2017 12:00 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 516
the *.hi are easy to decode but they are headerless and so there is no precise way to script it, the only factor to work from is datasize. :(
do you see any other extracted files that look like they contain header info? :)

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PostPosted: Wed Dec 20, 2017 6:30 pm 

Joined: Wed Jul 01, 2015 8:15 pm
Posts: 12
Probably not, I looked at most files, each starts with different hex codes.

Any other tips?


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PostPosted: Thu Dec 21, 2017 12:44 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 516
nope, no tips. format, width and height is a guessing game without header info. :(
the data is just typical big-endian and tiled for X360 though.

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PostPosted: Thu Dec 21, 2017 4:27 pm 

Joined: Wed Jul 01, 2015 8:15 pm
Posts: 12
I think width and height are same as in PC - 2048x1024. Don't know about format, maybe it's still DXT.
How to deal with tiling and convert it from big-endian to little-endian?


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PostPosted: Fri Dec 22, 2017 2:40 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 516
this is the best i can do with these headerless textures,
it is a Noesis python script where you have to set the format width and height yourself :)
Attachment:
tex_CallofDuty4_X360_hi.zip [763 Bytes]
Downloaded 40 times

it is not automated, you have to edit and resave by hand on each time you test.

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PostPosted: Fri Dec 22, 2017 9:02 pm 

Joined: Wed Jul 01, 2015 8:15 pm
Posts: 12
It works. Thank you.


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