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PostPosted: Thu Jun 07, 2018 9:26 pm 
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After extraction of the .pak files in the ABT APK as well as the OBB and its pak files from the XPK2 script, on update v1.36.8, I got a lot of .xgt files and they appear to be in game texture files. I was hoping someone could help me open and view the textures. The heading is XGST. Any advice on doing this or how its done? If so thanks :). Some end with _pvr, _atc, _dxt and _etc.

A sample is here: https://drive.google.com/open?id=1Fw0ZH ... AJ4d4CZtc7


Last edited by LolHacksRule on Fri Jan 04, 2019 5:11 pm, edited 4 times in total.

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PostPosted: Fri Jun 08, 2018 2:13 am 
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Image
seems a simple header, this one was just rgba8888 but need more samples of each variety,
but i have a feeling PVRTexTool will be better for the mobile compressed types. :)


Attachments:
bs_roviologo.png [26.27 KiB]
Not downloaded yet

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PostPosted: Fri Jun 08, 2018 5:55 pm 
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Thanks for that!

Here are more samples https://drive.google.com/drive/folders/ ... sp=sharing. These include files in the OBB. Getting the SDK, it apparently works with the RAW data wrapping but I always have to type the right size... any way to find out the size without about 50 guesses? I figured out in the wrap raw data function in PVRTexTool, if the offset becomes 32, it is often correct and correctly renders the xgt as an image.


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PostPosted: Mon Jun 11, 2018 2:01 pm 
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here are my findings about the 32 bytes before image data so you don't have to guess :)

Code:
4bytes - magic (XGST)
2bytes - data offset
2bytes - header size
1byte - num mips
1byte - flag1
1byte - flag2
1byte - flag3
4bytes - format
2bytes - width
2bytes - height
2bytes - width2
2bytes - height2
4bytes - zero
4bytes - data size

i should be able to make a Noesis python script to open the dxt samples but others must use PVRTexTool.

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PostPosted: Mon Jun 11, 2018 5:02 pm 
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Acewell wrote:
here are my findings about the 32 bytes before image data so you don't have to guess :)

Code:
4bytes - magic (XGST)
2bytes - data offset
2bytes - header size
1byte - num mips
1byte - flag1
1byte - flag2
1byte - flag3
4bytes - format
2bytes - width
2bytes - height
2bytes - width2
2bytes - height2
4bytes - zero
4bytes - data size

i should be able to make a Noesis python script to open the dxt samples but others must use PVRTexTool.


Are the others meaning plain .xgt? Meanwhile, the colors are for some are messed up after typing the right size.


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PostPosted: Mon Jun 11, 2018 7:55 pm 
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LolHacksRule wrote:
Are the others meaning plain .xgt?

i mean any samples that don't have pvr, etc or atc in the filename,
but now i'm starting to think you don't need all format types because
they might all just be the same image any way and dxt would be all you need. :)

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PostPosted: Sun Sep 30, 2018 6:54 pm 
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How about these files? I always get the size correct but the image doesn't look correct... http://www.filedropper.com/megaporktextures


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PostPosted: Mon Oct 01, 2018 2:39 am 
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i already gave you the specs from the dxt sample, you can use TextureFinder on them. :)
512x512 dxt5
Image


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ab_bs_megapork.PNG [136.09 KiB]
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PostPosted: Mon Oct 01, 2018 3:06 am 
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Acewell wrote:
i already gave you the specs from the dxt sample, you can use TextureFinder on them. :)
512x512 dxt5
Image


It looked like that on my end, before I asked for help, I didn't expect it to look like that but like a plain texture, any way to make it look like it would properly appear in-game, also is that from the PVR SDK or another project?


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PostPosted: Tue Oct 02, 2018 4:23 am 
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i don't know what you mean by plain texture and i know nothing about this game
maybe the game uses shaders to enhance the look? ,and TextureFinder is just a
program and has nothing to do with the PVR SDK. :)

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PostPosted: Fri Dec 14, 2018 1:46 am 
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Did you compile a Noesis script for these files as of now?


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PostPosted: Fri Dec 14, 2018 8:23 am 
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here is Noesis python script to open the xgt and xgt_dxt textures only. :D
*script updated Dec 15, 2018*
Attachment:
tex_AngryBirdsTransformers_Android_xgtdxt.zip [839 Bytes]
Downloaded 8 times

supports rgba4444, rgba8888, rgb565, dxt1 and dxt5

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Last edited by Acewell on Sat Dec 15, 2018 5:14 am, edited 2 times in total.

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PostPosted: Fri Dec 14, 2018 5:20 pm 
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Thanks so much! The script works fine except on XGTs using a different RGBA type as the colors are off on them... Any advice on making a custom XGT? Like would I have to use PVRTexTool to create a compressed texture and copy its bytes to an XGT for each type?


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PostPosted: Sat Dec 15, 2018 12:48 am 
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LolHacksRule wrote:
The script works fine except on XGTs using a different RGBA type as the colors are off on them...
you have to upload the problem samples so i can fix script,
i don't play this game and don't know what the colors should look like. :)

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PostPosted: Sat Dec 15, 2018 1:03 am 
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Oh ok. Here's some that won't open in Noesis and one that doesn't render with correct RGBA values... http://www.filedropper.com/abgo


Attachments:
ProblematicXGTs.zip [129.37 KiB]
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PostPosted: Sat Dec 15, 2018 5:12 am 
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okay i swapped the channels in the rgba8888 format and added rgb565,
the samples that won't open are ETC1 and you should use PVRTexTool. :)

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PostPosted: Sat Dec 15, 2018 4:39 pm 
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Ok thanks. I created a custom RGBA8888 XGT, via using PVRTexTool and copying the data bytes to overlap the original data, all I need is to fix its MIPs and other flags, I used a new image, with the settings the game would know, loaded the image I want to the surface and saved it, then copied the raw image to the original XGT's raw image data.


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