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PostPosted: Tue Mar 27, 2018 7:15 pm 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Game: Buffy The Vampire Slayer, 2002 (XBOX)
Developer: The Collective
Publisher: EA
File: Pak

Hi,

I hope can help. I was hoping one of you talented guys and gals may be able to help unpack the pak file for this game.

This is the same developer behind the 'Indiana Jones and The Emperor's Tomb', it uses the same engine, but appears to use a different file compression method.

I've uploaded two of the pak files to OneDrive link below - if anyone is willing to take a look, it would be much appreciated. Thank you! :D

https://1drv.ms/u/s!Amua2WvdGonP70tw72QO5J00LSF3


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PostPosted: Tue Apr 17, 2018 4:26 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
interested in this as well... since the Indiana jones and the emperors tomb is the same engine, it might be possible to simply replace the files (once they are unpacked) and get the game working on PC ..the engine is really script based..they even all have the same bindings file format


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PostPosted: Sat Apr 21, 2018 8:47 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8831
I see only a list of reference names in the header immediately followed by the data, without other useful information for locating and extracting the content.


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PostPosted: Sat Apr 21, 2018 8:08 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
aluigi wrote:
I see only a list of reference names in the header immediately followed by the data, without other useful information for locating and extracting the content.


try this one, both buffy and indiana jones have it in their pak folder(although they are different of course)..it could be a lookup type file

https://1drv.ms/u/s!AnMPZ9Q-EFaIhU3wuT96r5d3Smgj

and there is also an install.dat file that seems, if I recall, to have directory structure in plain text inside it
https://1drv.ms/u/s!AnMPZ9Q-EFaIhU5gA1_AyEi-jIig


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PostPosted: Sat Apr 21, 2018 9:54 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8831
What a mess


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PostPosted: Sun Apr 22, 2018 8:10 pm 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
aluigi wrote:
What a mess


Its a shame that the file format doesn't hold anything identifiable to help extract the contents.

Thanks for taking the time to check the file format out regardless - I must say your commitment to helping the community on pretty much each and every topic here is highly commendable - thank you ;)


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PostPosted: Mon Apr 23, 2018 7:22 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 8831
Never say never:
http://aluigi.org/bms/buffy_2002_pak.bms


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PostPosted: Mon Apr 23, 2018 8:09 am 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
aluigi wrote:


You Sir, are an absolute genius, thank you! Works like a charm.


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PostPosted: Tue Apr 24, 2018 12:26 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
- error in src\extra\xalloc.c line 618: xdbg_malloc()

Error: memory allocation problem
File exists


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PostPosted: Tue Apr 24, 2018 3:41 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
ehhh even extracted it is gonna be work....seems each pak only had what was needed for that part of the level instead of one file with all the info fir example... in textures there should be one large file called SuperParticle.mtx but in pak form it is broken down into superparticle(dirt01).mtx , superparticle(bubbles01).mtx , etc...
The large header looks something like (this is an excerpt from a hex editor):
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  4D 55 4C 54 49 54 45 58 06 00 02 00 01 00 00 00  MULTITEX........
00000010  00 00 00 00 4B 01 00 00 80 A5 00 00 18 00 00 00  ....K...€¥......
00000020  80 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF  €.......ÿÿÿÿÿÿÿÿ
00000030  FF FF FF FF E0 8B 1E 3B 01 00 00 00 61 63 69 64  ÿÿÿÿà‹.;....acid
00000040  73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00  spit01..........
00000050  00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64  ............acid
00000060  73 70 69 74 30 31 00 00 00 00 00 00 00 00 00 00  spit01..........
00000070  00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00  ............@...
00000080  40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08  @....... .......
00000090  06 00 00 00 FF FF FF FF 05 00 00 00 A4 A5 00 00  ....ÿÿÿÿ....¤¥..
000000A0  78 15 00 00 01 00 00 00 FF FF FF FF FF FF FF FF  x.......ÿÿÿÿÿÿÿÿ
000000B0  FF FF FF FF D5 8B 1E 3B 01 00 00 00 61 63 69 64  ÿÿÿÿÕ‹.;....acid
000000C0  73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00  spit02..........
000000D0  00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64  ............acid
000000E0  73 70 69 74 30 32 00 00 00 00 00 00 00 00 00 00  spit02..........
000000F0  00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00  ............@...
00000100  40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08  @....... .......
00000110  06 00 00 00 FF FF FF FF 05 00 00 00 1C BB 00 00  ....ÿÿÿÿ.....»..
00000120  78 15 00 00 02 00 00 00 FF FF FF FF FF FF FF FF  x.......ÿÿÿÿÿÿÿÿ
00000130  FF FF FF FF C2 8B 1E 3B 01 00 00 00 61 63 69 64  ÿÿÿÿ‹.;....acid
00000140  73 70 69 74 30 33 00 00 00 00 00 00 00 00 00 00  spit03..........
00000150  00 00 00 00 00 00 00 00 00 00 00 00 61 63 69 64  ............acid
00000160  73 70 69 74 30 33 00 00 00 00 00 00 00 00 00 00  spit03..........
00000170  00 00 00 00 00 00 00 00 00 00 00 00 40 00 00 00  ............@...
00000180  40 00 00 00 00 00 00 00 20 00 00 00 08 08 08 08  @....... .......


While the individual broken down files have a header (this is actually a complete file size and all)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  64 69 72 74 30 31 00 00 00 00 00 00 00 00 00 00  dirt01..........
00000010  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000020  08 00 00 00 08 00 00 00 00 00 00 00 01 00 00 00  ................
00000030  40 00 00 00 08 00 00 00 45 00 00 00 01 00 00 00  @.......E.......
00000040  FF 00 29 00 00 00 00 00 09 6B 23 29 57 F2 A8 02  ÿ.)......k#)Wò¨.
00000050  C3 FA 3F FD 3F FF FF 1F 0C 94 81 10 15 5F 5E D7  Ãú?ý?ÿÿ..”..._^×
00000060  DF E8 F8 FF FF FF EF FC E9 62 60 10 00 CF 55 56  ßèøÿÿÿïüéb`..ÏUV
00000070  6F B9 3F FC DB 8F 6D DB CB 8B 20 00 35 8D AD 8A  o¹?üÛ.mÛË‹ .5..Š
00000080  01 64 69 72 74 30 31 00 00 00 00 00 00 00 00 00  .dirt01.........
00000090  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000000A0  00 04 00 00 00 04 00 00 00 00 00 00 00 00 00 00  ................
000000B0  00 10 00 00 00 08 00 00 00 45 00 00 00 01 00 00  .........E......
000000C0  00 FF 00 00 00 00 00 0A 20 A8 5A 81 10 7C E0 D2  .ÿ...... ¨Z..|àÒ
000000D0  15 01 64 69 72 74 30 31 00 00 00 00 00 00 00 00  ..dirt01........
000000E0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000000F0  00 00 02 00 00 00 02 00 00 00 00 00 00 00 00 00  ................
00000100  00 00 10 00 00 00 08 00 00 00 45 00 00 00 01 00  ..........E.....
00000110  00 00 FF FF 00 00 00 00 00 00 46 4A C1 18 CC 77  ..ÿÿ......FJÁ.Ìw
00000120  CC 77 00 00 00 00                                Ìw....


Sound files extracted don't play either (and again suffer the multiple extractions)
Here's an example of a good one (From indiana jones)
Code:
Offset(d) 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15

00000000  52 49 46 46 88 2F 00 00 57 41 56 45 66 6D 74 20  RIFFˆ/..WAVEfmt
00000016  14 00 00 00 11 00 01 00 22 56 00 00 5C 2B 00 00  ........"V..\+..
00000032  00 02 04 00 02 00 F9 03 66 61 63 74 04 00 00 00  ......ù.fact....
00000048  00 5E 00 00 64 61 74 61 54 2F 00 00 00 00 00 00  .^..dataT/......
00000064  00 11 12 31 33 59 40 40 70 89 05 D3 04 01 73 98  ...13Y@@p‰.Ó..s˜
00000080  43 D3 50 01 B2 24 89 93 69 9B 21 0D A8 C1 72 8A  CÓP.²$‰“i›!.¨ÁrŠ
00000096  01 20 95 04 11 56 22 42 26 44 43 44 35 44 44 33  . •..V"B&DCD5DD3
00000112  32 90 88 98 99 99 9A AB AB AD AC 8E FF FF 9A 80  2.ˆ˜™™š««.¬Žÿÿš€
00000128  80 00 08 08 80 00 80 00 00 81 01 02 14 77 77 08  €...€.€......ww.
00000144  08 08 08 88 08 88 FD 0A 80 80 80 80 00 08 08 00  ...ˆ.ˆý.€€€€....
00000160  80 81 77 07 08 08 08 88 F8 8B 00 08 08 08 08 80  €.w....ˆø‹.....€
00000176  80 00 80 00 00 77 33 94 18 82 88 80 2A 8F FD 09  €.€..w3”.‚ˆ€*.ý.


Versus the extracted file that won't play
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  52 49 46 46 08 35 00 00 57 41 56 45 66 6D 74 20  RIFF.5..WAVEfmt
00000010  14 00 00 00 69 00 01 00 22 56 00 00 73 30 00 00  ....i..."V..s0..
00000020  24 00 04 00 02 00 40 00 64 61 74 61 E0 34 00 00  $.....@.dataà4..
00000030  00 00 00 00 00 11 12 31 33 59 40 40 70 89 05 D3  .......13Y@@p‰.Ó
00000040  04 01 73 98 43 D3 50 01 B2 24 89 93 69 9B 21 0D  ..s˜CÓP.²$‰“i›!.
00000050  A8 C1 72 0A ED 01 1E 00 81 30 93 06 11 56 22 42  ¨Ár.í....0“..V"B
00000060  26 44 43 44 35 44 44 33 32 90 88 98 99 99 9A AB  &DCD5DD32.ˆ˜™™š«
00000070  AB AD AC 8E FF FF 9A 00 21 89 4F 00 80 80 80 00  «.¬Žÿÿš.!‰O.€€€.
00000080  08 80 00 00 80 81 01 01 14 77 57 80 80 80 08 08  .€..€....wW€€€..
00000090  88 88 FF 89 00 08 08 08 08 80 80 00 AA A5 45 00  ˆˆÿ‰.....€€.ª¥E.
000000A0  00 80 77 05 08 08 08 88 F9 8C 80 00 08 08 08 08  .€w....ˆùŒ€.....
000000B0  80 00 08 80 81 77 32 83 18 92 80 08 2B 9F FD 0A  €..€.w2ƒ.’€.+Ÿý.



extracted wav is 2k bigger as well (14k versus original pc version 12k)

interesting, the wav files are in a proprietary format, otherwise they are normal at least according to the header in the analyzer I used


whom ever cleaned my post up... much appreciated, was gonna come back and do it but got into checked on all these files and lost track of time... anyway audio issue figured out, they are xbox adpcm..now if I can figure out how to batch convert them with luigi's xbadpdec.exe file...


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PostPosted: Tue Apr 24, 2018 9:15 am 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Yeah I noticed that on the Buffy files too - the pak structure seems to fragment the files.

Sound effects, on Buffy, at least all seem to be standard wav files and play fine, the rpe files contain audio from several cut scenes however the bulk of the in level dialogue from what I can tell is in ddb files in the dialogue folder, which come out at a file size of 0 bytes which is odd.


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PostPosted: Tue Apr 24, 2018 3:07 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
just as a test I replaced the first level on indiana jones with the first one form buffy and the level layout did work, just no textures..light map seemed to work and you had tree shadows and leaves falling...gonna find a multi text tool and see if I can't recombine them


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PostPosted: Wed Apr 25, 2018 10:51 pm 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Interesting, I have just tried that too, replacing the first level of Indy with a later level of Buffy, and it does indeed work.

I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.

In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.

Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was :D


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PostPosted: Thu Apr 26, 2018 2:23 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
PRP1986 wrote:
Interesting, I have just tried that too, replacing the first level of Indy with a later level of Buffy, and it does indeed work.

I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.

In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.

Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was :D


the ddb files appear to be the expressions (animations when the character speaks) I see look up, look down, etc...


. I am uploading a file (caustic.mtx) from indiana jones, it shows the proper way they are formatted..I noticed in the script you were uncertain, when you look at caustic you will see why they look strange..lol

I wonder if as the different entries are found that they just need to be appended to the one file inst4ead of separate caustic (xxxx)? same for all the entries like that (superparticle, trails, etc..)


wait... in doing research, this was all done for Indiana jones in 2011 (the mtx stuff)... just saw it on the xentax forum , the files are not mtx or shouldn't be (the individual ones) , they should be dds... anyway gonna grab the old scripts and see what I can work out.

**EDIT** ok yes script works well extracting from the multitex files, however the individual ones extracted here for buffy lack the multitex header so do not get extracted...:
this is the bms script
Code:
# IJET *.mtx (multi texture format)
# quickbms script by WRS, xentax.com

idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long

get TEXCOUNT long
get TEXHEADSIZE long
get TWFOUR long      # head size
get TEXHEADSIZE long # 128

get FNAME basename

for t = 0 < TEXCOUNT
  get INDEX long
   getdstring UNKNOWN 16
   get UNKNOWN short     # 256/ flags?
   get UNKNOWN short
  getdstring TEXNAME1 32
  getdstring TEXNAME2 32 # not 64 because of repeated data
  get TWIDTH long
  get THEIGHT long
   get UNKNOWN long
  get BPP long
   get UNKNOWN long
  get MINIMAPS long
   get UNKNOWN long
   get UNKNOWN long
  get TEXPOS long
  get TEXTSIZE long

  # POS is a pointer to minimap info

  savepos POS
  goto TEXPOS

  # write 128-byte dds header
  log MEMORY_FILE 0 0
  putvarchr MEMORY_FILE 127 0

  # setup dds header

  putvarchr MEMORY_FILE 0 0x20534444 long  #dwMagic (DDS )
  putvarchr MEMORY_FILE 4 0x7C long        #dwSize (128)
  putvarchr MEMORY_FILE 8 0x21007 long     #dwFlags (prob. wrong)

  putvarchr MEMORY_FILE 12 THEIGHT long    #dwHeight
  putvarchr MEMORY_FILE 16 TWIDTH long     #dwWidth
  putvarchr MEMORY_FILE 28 MINIMAPS long   #dwMiniMapCount

  putvarchr MEMORY_FILE 76 32 long         #dwSize
  putvarchr MEMORY_FILE 80 4 long          #dwFlags
  putvarchr MEMORY_FILE 84 0x31545844 long #dwFourCC (DXT1)

  putvarchr MEMORY_FILE 108 4198408 long   #dwCaps1

  append
  for i = 0 < MINIMAPS
    get DATASIZE long  # minimap size
    savepos POS2
    log MEMORY_FILE POS2 DATASIZE  # save minimap
    math POS2 += DATASIZE
    goto POS2
  next i
  append

  get DSIZE asize MEMORY_FILE
  string FILENAME p= "%s/%s.dds" FNAME TEXNAME1
  log FILENAME 0 DSIZE MEMORY_FILE

  goto POS
next t




Edit one more time
They are definitely dds files cause I replaced the header of one with the dds header from an extracted INDY dds and it seemed to work...

just need to extract them as dds and place them in the right folders (caustic, superparticle, etc) so we can run the other script to create the multitex files
Script that creates the multitex files from the dds
Code:
# IJET *.mtx (multi texture format)
# quickbms script by WRS modified for reimport
# http://forum.xentax.com/viewtopic.php?p=50857#p50857

idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long
get FILES long
get MTXHEADSIZE long
get TWFOUR long
get TEXHEADSIZE long

get FNAME basename

for i = 0 < FILES
    get INDEX long
    getdstring UNKNOWN 16
    get UNKNOWN short
    get UNKNOWN short
    getdstring NAME 32
    getdstring NAME2 32
    get TWIDTH long
    get THEIGHT long
    get UNKNOWN long
    get BPP long
    get UNKNOWN long
    get MIPMAPS long
    get UNKNOWN long
    get UNKNOWN long
    get OFFSET long
    get TEXTSIZE long
    savepos TMP
    goto OFFSET
    append
    for j = 0 < MIPMAPS
      get SIZE long
      savepos MIP_OFFSET
      log NAME MIP_OFFSET SIZE
      math MIP_OFFSET + SIZE
      goto MIP_OFFSET
   next j
   append
   goto TMP
next i


the extracted files(mtx from buffy script) are weird too, they seem to have repeats of a header, with data continuing multiple times......adding another upload, the dds image file (rocky wall) and the buffy script extracted mtx that I changed(added dds header, which is incorrect size for the file or there was more information form other paks that needed to be appended) to get the image


Attachments:
wall.rar [69.59 KiB]
Downloaded 34 times
caustic.rar [56.49 KiB]
Downloaded 36 times
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PostPosted: Thu Apr 26, 2018 5:58 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
alrighty..new post...succsefully figured out the header needed for a dds texture file to have it display correctly... really confused about the paks, seem like the extra extractions of the same item (wall, roack person) are just extras, maybe in each pak that required it in the level..they seem to be identical...anyway... in the extracted file (using xbox version of indy to get references) the first big chunk up until you reach the texture name seems to be all thats needed, dunno what the extra info in it is. I am gonna try taking it out and placing it in it's own file with dds header...
attached is the extracted from xbox version of indy of a texture(mtx), the dds version and the extracted PC version (higher res). If anyone knows what the other information in the mtx is??...


hehe, now that I know the header (don't even have to remove the extra stuff in the file) here is the CORRECT rock wall texture... huge difference


Attachments:
wall(schc01).rar [38.91 KiB]
Downloaded 33 times
1 sri lanka.rar [108.24 KiB]
Downloaded 36 times
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PostPosted: Thu Apr 26, 2018 7:39 am 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
BTW the header is
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  44 44 53 20 7C 00 00 00 07 10 02 00 00 01 00 00  DDS |...........
00000010  00 01 00 00 00 00 00 00 00 00 00 00 07 00 00 00  ................
00000020  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000030  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00000040  00 00 00 00 00 00 00 00 00 00 00 00 20 00 00 00  ............ ...
00000050  04 00 00 00 44 58 54 31 00 00 00 00 00 00 00 00  ....DXT1........
00000060  00 00 00 00 00 00 00 00 00 00 00 00 08 10 40 00  ..............@.
00000070  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................


you have to replace the first 4 lines 00-3f with the 8 lines above.... (paste insert works for me on the hex editor I use..lol)
0c,0d,0e and 0f are the height, 10,11,12,13 are the width and it is reversed...
0d is 01(256) in that code... in the code 02 at 0d and 11 increases resolution, moving to 0c and 10 using 9f and down decreases it...using 08 is 128k, 04 is 64k, 02 32k, etc...
most of the textures are 256x128...playing around though you can tell, when you get corrupted rainbow colors, you know it is wrong..lol
I will eventually get them all lined out, will take a while though...over 1000 textures

and one last thing for now... the pak file extractor, as far as I can tell, you can skip the same file names (auto skip them) and you will get name like wall(cems12).mtx... you want all the wall one to go into a folder called wall (for later creating the mtx file) and you name the dds file, for instance cems12.dds .. the final mtx will simply be wall.mtx and will hold all the textures... ceiling(alum_beama) would go in a folder called ceiling and be called alum_beama.dds (they are part of the metals) final mtx there would simply be ceiling.mtx


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PostPosted: Thu Apr 26, 2018 9:13 am 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Nice one keep up the good work. I’m new to all of this so I’m learning a lot - thanks


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PostPosted: Thu Apr 26, 2018 1:40 pm 

Joined: Tue Apr 17, 2018 4:23 pm
Posts: 60
I am new at this as well.. trial and error..lol.. I used to waaaaaay back in the day , do a little 8 bit assembly programming, nothing like what we have today...I am decent at figuring things out and using google as a lookup tool, thats all..lol


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PostPosted: Fri Apr 27, 2018 8:07 pm 
User avatar

Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
here is Noesis python script to open the mtx texture samples :D
Attachment:
tex_BuffytheVampireSlayer_Xbox_mtx.zip [697 Bytes]
Downloaded 44 times

supports dxt1, dxt5 and rgba8888, top level mip only

_________________
Quickbms.com link thread
Search bms scripts


Last edited by Acewell on Sat Apr 28, 2018 4:46 am, edited 1 time in total.

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PostPosted: Fri Apr 27, 2018 9:20 pm 

Joined: Tue Mar 27, 2018 6:41 pm
Posts: 16
Acewell wrote:
here is Noesis python script to open the mtx texture samples :D
tex_BuffytheVampireSlayer_Xbox_mtx.zip
supports dxt1, dxt5 and rgba8888, top level mip only


Amazing work! Thank you.


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