Graphic file formats
Get help on any and all graphical formats...
186 topics in this forum
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I've finished translating the game. I need to edit the fonts. It looks like a TGA file. Could you help me with unpacking and repacking the font textures? ui.7z
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I need unpack, edit and repack tool. Can someone help me? rage fonts.rar
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So I just managed to extract the game's very big SDAT file and unfortunately this game uses a unique PSARC format, so I asked Codex to write a python script for me, and it surprisingly works, I promise that I followed Rule 17, While the other graphics for this game extract just fine, it is just the font graphic files that are being a pain, Tools that read GTF files like Imas-Archive can't open these font graphic files, since they use a unique GTF format for the font graphic files, and since the GTF format used for the font graphic files is extremely complex, Codex on Cursor can't write a script to properly extract these font graphic files, and only people who are great at…
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Hi, I wanted to edit the fonts in Hitman 2 on PS2, but I don’t know how to edit the MainMenu.TEX file where the fonts are stored. There’s a PC tool that can extract/edit .TEX files, but it doesn’t work with the PS2 version: https://github.com/pavledev/GlacierTEXEditor/releases/tag/1.8 Does anyone know how to extract the fonts from this file? MAINMENU.ZIP
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These are not the standard PS2 .tm2 image, for the 33K files, they look like 128x256 image. The pixels part seems ok at 0x70, but the palette doesn't make scene!? Any helps? Seed_tm2.zip
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Any tools for TGA / VRLE files from Syberia (PS2) (SLES_513.93)? https://rewiki.miraheze.org/wiki/Microids_VRLE Seems to be using some custom RLE compression. Syberia_PS2_TGA_Samples.zip
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Hi everyone, could you please help me? I have the following .res 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 and Watto don’t work either—they don’t detect any images inside. I’ve attached a RAR with the .res files. Thanks in advance, I really appreciate it! SEVEN KINGDOMS 2.rar
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Hello everyone, I need some help extracting/unpacking this .gpk file. It belongs to the game mentioned in the title and is quite old. I haven’t been able to unpack it, even with the help of AI. Here is the latest summary from Claude, and I’ve attached the QuickBMS script it generated—but the extracted images are corrupted. Thanks in advance, I really appreciate any help! +Q+ File Structure Offset 0x00: DWORD = 15 (number of entries in the table) Offset 0x04: DWORD = 0 (unknown / padding) Offset 0x08: DWORD[15] → absolute offsets to cursors 1–15 (cursor 0 is implicit, located right after the header at 0x44) From 0x44 onward: 16…
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Hello everyone, I hope you’re doing well. I’m looking for some help or guidance on how to convert these SPR files into TGA, DDS, or PNG formats. They belong to the referenced game, and unfortunately I haven’t had much success using common tools like Dragon UnPACKer, QuickBMS, Watto Extractor, or Magic Viewer. I’ve also tried a few utilities for inspecting different image formats, but I’m not very familiar with how to properly use them since I don’t have a programming background. If anyone could point me in the right direction or suggest a method or tool that might work, I would really appreciate it. I’ve attached the SPR files along with the PAL files …
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Hello everyone, I’m kindly asking for your help. I have these textures in DDS format, but I’m unable to view them—they appear to be corrupted. However, the tool I used to extract them is specifically designed for this game’s original file format (.h2o). From what I understand, the file header does not start like a standard DDS header, but instead uses a different one. Could anyone help me figure out how to properly read or visualize these DDS files? I’m also attaching a RAR file containing all the DDS files. I would really appreciate any guidance. Thank you very much in advance! LORDS OF THE RING WOTG dds.rar
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Any chance of extracting or converting these?: https://ia801901.us.archive.org/view_archive.php?archive=/9/items/CHITTY/CHITTY.ISO
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I need your help with these Pages files. I have two example Pages files: 1. normal and 2. low gore edition. 1. NORMAL2. LOWGORE
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Hi everyone, I'm developing a tool to edit the textures of the NFS Carbon and Most Wanted games in your PlayStation 2 releases. Until now, this tool supports to open and rebuild the .tpk archives with the textures, visualize and export to the tm2 format all the textures with 4bpp and 8bpp, and also import a tm2 to a 8bpp texture replacing the original texture in the tpk archive. My goal now is to find an algorithm to swizzle again the 4bpp textures, so I can import a 4bpp texture to the tpk archive. I've found some C codes to swizzle 4bpp textures, but they won't work, only the 8bpp swizzling is working fine. There is a video in attachment where I can show the progress of…
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Game for iOS initially in 2011, later was ported to Android. Uses non-standart encryption\compression for png and xml files - first 40 bytes is header while next is data. I've attached an png and xml file examples for research. page0.rar sprite.rar
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Hello, I'm trying to get the sprites from the mobile only chinese game: One Piece: Set Sail. I've included three .zips, Cobyegg and brookwano, both of which contain .pngs that appear to have data because they have sizes, but nothing loads. baby5 contains a ".pvr.ccz" file, which I believe is the sprites, but I have no idea how to convert it into a viewable format. Thank you. Cobyegg.zip brookwano.zip baby5.zip
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Hello Everyone. I want to edit fonts from Desperados 2: Cooper's Revenge game. Apparently game is using some own fonts format saved as .raw files but I cannot find out how to convert the files to some editable graphic format and back. When I search for data I can see the characters in .raw files, but I do not understand the structure to convert it to dds and back. The .dat file is font configuration, I believe every character is configured like this: class Glyph { public ushort Id; // Character - " ! @ # .... public ushort X; // Position from left (px) public ushort Y; // Positipn from top (px) …
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Was wondering if anyone knows how to properly extract the stuff I have posted here for both games. I'm looking to rip everything but the sprites (too much work lol) Marvel vs. Capcom Origins has a vault which featured artworks. I know that MVC Fighting Collection has it too, but it didn't have some of what's included in the MVC Origins. For Marvel vs. Capcom Origins, I wanted the Vault Gallery and the command list icons like the punch, kick, direction buttons extracted. Would prefer extracting without the need for emulator, just straight ripping from the game files. If I recall correctly, these are two gallery/vault arts that wasn't included in the rerelease…
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Hi, I'm trying to understand the image format used for textures in the video game Incubation and Extreme Assault (both by Blue Byte and from 1997). For their time, these games had quite advanced, mesh-based 3d engines. They are compressed 256*256 pixel textures, embedded inside a "textures.lib" file, probably expanding to RGB565 format and therefore 131072 bytes. The 12 byte header including the magic dword, size word, and probably some flag/version is always the same per game. A GPT "deep research" assumes that it's either a LZSS-variant (in old games, Blue Byte used a so-called TPWM “Turbo Packer” method) or an early BC1/DXT1-like block stream. I'm not fa…
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Hi there. I have a problem with reading palette data. Not sure how big is. I have made Noesis script but I need to know how to correct read palette data and return it back to buffer. from inc_noesis import * import noesis import rapi import os def registerNoesisTypes(): handle = noesis.register("Burnout Dominator - Texture", ".ps2tex") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA) noesis.logPopup() return 1 def noepyCheckType(data): bs = NoeBitStream(data) if len(data) < 20: return 0 return 1 def noepyLoadRGBA(data, texList): bs = NoeBitStream(data) baseNam…
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Hello, I'm trying to get sprites from the eraislet prototype of the game, South Park: The Stick of Truth (https://hiddenpalace.org/South_Park:_The_Stick_of_Truth_(Feb_22,_2012_prototype)). I was able to get the .gfx files from the files and open them in JPEXS; however, a lot of the sprites come out red. I wanted to ask if anyone could somehow help me figure out a way to get the ssprties back to their original color. In the .zip is the .gfx for the rat seen in the image. rat.zip
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Alvin and the Chipmunks: The Squeakquel is a game by ImaginEngine and i want to rip the .gog textures from it in the Wii and Windows versions. (the windows version is actually unreleased and was left in the wii files) Here's me trying to get Alvins PC texture working on ImageHeat: The Wii textures are probably compressed. Here's some samples from both versions. squeakquel_gog.zip
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The vtex method works flawlessly extracts massive Virtualtextures but requires Windows 7 Virtual Machine, with disabled ASLR (MoveImages=0), VCRuntime library and Hundreds of Terabytes of space for Level architecture textures. c0p0-c12p3.pages = Level Architecture Textures (Warning: Large baked single world texture, up to 128,000x128,000) chunk0_vmtr-chunk8_vmtr.pages = NPC/Weapon/Pickup texture _vmtr.pages = Shared textures that are used multiple times across all chapters virtualtextures.zip
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So i'm attempting to replace the image attached with this image, (these are in 4 seperate parts), Its like a jigsaw, However it always creates a black box at the top of the head of the fighter i'm trying to put in the original ones place, I'm unsure how to fix it or why this happens. The replacement is in line with the original one, I have discovered that all of this goes away if i lower the replacement boxer really low down, so his head is actually where the body image would be. However this looks a bit silly, and he looks very low. I've successfully done this perfect on the PS3 Version of the game, which uses .DDS format, Xbox 360 using .TGA and acts u…
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Hi. Can anyone help me with Swizzle? The game itself is built on the Unity engine. The font texture has a resolution of 1024x1024, format: alpha8.PS5.zip
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Hello! I read from a previous thread that the files are wrapped in metadata, with the actual file following that. Sample: characters.zip
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