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Graphic file formats

Get help on any and all graphical formats...

  1. Started by piken,

    This is an archive of the useful list originally from https://forum.xentax.com/viewtopic.php?t=15540, which seemed a fitting first topic for graphic file formats. Some links are broken because they pointed to internal downloads on Xentax :'(, but most work :). ------------------------------------------------------------------------------------------------------------------------ Post by ikskoks » Fri Nov 25, 2016 2:13 pm TextureFinder 1.3.2 Designed to find textures inside any uncompressed files. Any size, any pixel bit format, any binary file. It only requires that the file be uncompressed. This tool is intended to be used by researc…

  2. I'm looking for existing tools that can extract texture files from GTA San Andreas TXDs. gtasanandreas_txd.rar

  3. Hi everyone, I'm trying to extract texture files from two Dreamcast games—Kita e White Illumination and Kita e Photo Memories—and I'm stuck on two issues. First, for White Illumination, the .CB file (which I opened with a hex editor and found to contain .dds and .set files) was extracted using a script generated by DeepSeek, but the resulting .dds files won't open in any image viewer I've tried (see SSYF.zip). Second, for Photo Memories, the PVR files have GBIX and PVRT headers, but none of the usual tools—pvr2image, Noesis, sprt2png, or PVRTexTool—can convert or even open them (yuko_PVR.zip). I suspect the data might be compressed, encrypted, or using non‑standard header…

  4. Started by UZ.-,

    Hi everyone, I’m hoping someone here might be able to help me extract the textures from this file. The main file is the .pck, but it also comes with two additional files, .dir and .tbl, so I’ve attached all three just in case they are needed. I’ve also been investigating the format with the help of AI, and this is what I’ve managed to discover so far: If anyone has experience with this kind of custom archive format, reverse engineering, or has any idea how these .pck / .dir / .tbl files are structured, I would really appreciate any help or suggestions on how to proceed. My main goal is simply to extract the textures from the archive. Any help for an a script for quickbms…

  5. I need some advice on how to edit the font (game subtitles) in an older game where the font is like an image (bitmap). I need to edit the font because of the different character set used to translate the game text. I can edit a font saved separately in TTF format, but a bitmap font is a new thing for me. I used the MummGGTool. The result is an image in the shape of a narrow strip with letters. What is strange to me is that the letters have different slants and some are split. I was able to compensate for the slope in some of the letters by changing the width of the image (see image). Some of the letters do line up, but they remain split. Following the a…

  6. I'm currently looking into the Xbox Live Arcade (XBLA) game Shrek N Roll for Xbox 360. Using X360 Tools to inspect the STFS package, I extracted the internal folder structure and found a textures directory containing files with the extension .texture.x360 (files like loadingbanner.texture.x360 and shadowTexture.texture.x360). However, when trying to open them or export them directly, standard image viewers or renaming them to .dds / .png results in an unspecified format error. It seems these files might be proprietary container formats or archives holding multiple textures rather than standalone images. Does anyone know how these .texture.x360 files are structured? Is the…

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  7. I'm looking for existing tools to convert Taxi Racer New York 2 DCTs to DDS files. taxiracernewyork2_dct.rar

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  8. Started by UZ.-,

    Hi everyone, I need some help converting these RAW files into a known image format such as TGA, BMP, or DDS, please. They appear to be cursors/sprites/textures from the game in question. I’ve included a ZIP containing the RAW files, along with a CSV and an MD file with all the information and research I’ve gathered so far. I hope someone can help me figure this out. Any help would be greatly appreciated! Thank you in advance! cursors_raw.zip

  9. 00000002-00000002-ICON00_LUF_ANGRY.zip I've been working on this game for a while making a Japanese dub mod and I've figured out most of the game except textures and models. I need help with the texture file format of this game to finish my mod I've tried a lot with this but I just couldn't figure it out. I have collected info about it though so this could help if anyone could help me with this I'd appreciate it a lot. Some information about TPL PS2 format. this has 2 sections: - first section: Header data - Red: magic number 0TKP - Green: Count of images - Pink: list offsets section: - first int is offset to image header - second is size - second section: Image Header; …

  10. Hello, I have a file from the game Ratatouille for PS2, in DPS format, named FONTES.DPS. I tried to unpack the file but without success. I believe the file contains an image related to the game's font. Here is the link to the file: https://mega.nz/file/O0ZliICZ#YXaO_rhs23EAXBoD6vdco2emWeBTqg4GIWozxvxAZFs Could you help me with how to open it or extract its contents? Thank you very much in advance.

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  11. Started by UZ.-,

    Hi everyone, I'm looking for some help extracting this .pak file. I've already tried several QuickBMS scripts and even used AI to help analyze it, but I still haven't been able to get good results. This script from aluigi, dont work for me; http://aluigi.org/papers/bms/risen.bms Would anyone be willing to take a look or point me in the right direction? I'd really appreciate any help or advice. Thanks again for taking the time to help—I really appreciate it gui2.rar

  12. This topic is mostly for archiving purposes.I actively support only the NLTX script.I've noticed ZenHAX (as a user) reposted topics and files here for archival purposes. And so I spontaneously had another go at my scripts, this time with AI-assisted optimisation. This AI-assisted optimisation went through rigorous A/B testing with file samples I still had. I am not well versed in FOSS licences, but assume the code is distributed with MIT licence (do whatever you want but no warranties). These files are for Noesis version 4.474. Don't forget to update. Put these files innoesis\plugins\pythonfolder. Here are the details of what each file is for:tex_*.py: files for parsing t…

  13. The attached archive contains a graphic from a game that I'd like to edit. I can view the texture in Imageheat in 128x128 PS2 1 Swizzle format. But I don't know which programs I can use to edit it. Please let me know. https://drive.google.com/file/d/12TjUeUY8EYp6Vkds7980emsrJ-yWE_mu/view?usp=drive_link

  14. Hello, I'm reaching out to ask for your help with a project I'm working on. I'm currently translating Final Fantasy VII Remake Intergrade for the PS5. At this point, I've successfully completed almost every part of the workflow. I can export and import the font glyphs and textures correctly, and everything works perfectly on both the PC and PS5 versions. The tool I'm using is based on and adapted from matyamod's FF7R Font Mod Tools, so I'd also like to give full credit to the original author for creating such a great foundation: https://github.com/matyamod/FF7R-font-mod-tools However, I'm currently stuck on one final issue: the PS5 swizzle process. I've tried implementing…

  15. Hi! I'm looking into Zoo City, a discontinued Android Unity game, for personal preservation/reference. The APK/XAPK contains many UnityFS AssetBundles under: assets/Bundles/Android/ Folders include: - ui - spine - atlas - texture - tex - prefab - effect - ldt - soundbanks Tools seem to detect UnityFS bundles, but they report them as encrypted or requiring a key. I'm not trying to redistribute assets or bypass online services. I just want to understand whether this is a known custom UnityFS header/protection method, and if there are safe/legal ways to inspect the structure or identify the format. Has anyone seen this kind of UnityFS bundle protection before? Thanks!

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  16. Started by gerald15,

    The game was made using the RenderWare engine. From what I can see in the PS2 version, the number of characters in the font is limited. Therefore, German has the most characters. I've uploaded fonts for all languages. I need a script that can export and import these textures. languages.rar

  17. Hi everyone, could you please help me? I have the following .SPR and .ANI files from the referenced game, and I haven’t been able to extract or unpack them properly. I’ve tried several QuickBMS scripts based on the .res extension, but it seems these files use a different format than the ones those scripts support. Dragon UnPACKer , Watto extractor, magic viewer, ninja ripper don’t work either—they don’t detect any images inside. I’ve attached a RAR with the .spr and .ani files. Thanks in advance, I really appreciate it! spr.rar

  18. I'm searching for tools that converts Shogo: Mobile Armor Division .DTX into .JPG or .TGA. This format is the same as other games powered by LithTech such as Blood II: The Chosen. Here is the 010 Editor binary template for .DTX DTX_Lithtech_texture_template.bt shogomobilearmordivision_dtx.rar

  19. Started by redtarp,

    Hello, I'm trying to get sprites from the fighting game One Piece Burning Blood. I have found a noesis Python script; however, it seems that it can only work with character models and their .npks, and textures seem to be in .npkv. I've included the .npk model script I found and a .zip with some .npkv, which I believe sprites are in, Luffy's model (character_000) with his .npk that works with the existing script, and a .npki and .npkv. fmt_SpikeChunsoftFTG_npk.py samples.zip

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  20. Started by mrmaller1905,

    I'm looking for tools that converts Far Cry 2 XBTs into normal DDS files https://mega.nz/file/lDJH1DRJ#DncBM9xvYm8Mf_Y8n4xDibfvUHlla6BWw1xyof6XW1A

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  21. Can you analyze Crazy Taxi texture pack files like TEXDC0.BIN? Thanks in advance. crazytaxi_dreamcast_textures.7z

  22. Hello, after the announcement of the mobile game Disney Heroes: Battle Mode, I wanted to try to rip the sprites from the game. However, the sprites seem to be in a ".etc2" format that I have never seen before, and I wanted to see if someone could help me convert it. I've included the .etc2 for Kermit, alongside the .atlas and .skel that are used. Thank you/ spine.zip

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    • 917 views
  23. Started by wattostudios,

    Hi experts, wondering if someone with more experience could assist here. The game International Volleyball 2009 contains a number of standalone *.IVT image files, which appear to be single images with (I assume) an 8-byte header. Some images use 3 bytes per pixel, others are 4 bytes per pixel. I'm not able to pull out anything useful from the 8-byte header, but I'm assuming it contains encoded width/heights and maybe the bytes-per-pixel. Image dimensions are pretty easy to figure out, for the most part - 256 or 512 squares seem to be common. When I try to run it through some image formats, I'm able to confirm that they are images, however I can't q…

  24. Started by gerald15,

    I couldn't convert the texture with the available tools. PAL32 seems uncompressed. I checked with ImageHeat. The textures are more or less visible. I need a script that will convert the texture to DDS and then back to a tex file. Maybe there's a tool that converts tex files, but I couldn't find one. tex.7z

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