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Graphic file formats

Get help on any and all graphical formats...

  1. 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…

  2. 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…

  3. Started by h3x3r,

    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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  4. 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

  5. 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

  6. 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

  7. 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…

  8. 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

  9. 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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  10. So Electronic Arts made a texture format called .gsh (in 2007-2008?) and maybe can there be a noesis plugin? (or similar) They are in .rpk files that i unpacked with this QuickBMS script. Here's the games i found so far that use them: Monopoly (2008) Hasbro Family Game Night Spore Hero here's some samples gsh_samples.zip

  11. Started by smith1395,

    Hello! I want to localize comic book covers in punisher game 2005 for the platform xbox original. I need help with images that are stored in xeg format. I know there is specialized software to work with ceg for the PC version. I also know peg (ps2) scripts. But neither is compatible with this xeg format... I know that tga files are stored inside. Can someone tell you how to be with this format or there is universal software for such files??? Would appreciate

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  12. I dumped the data for two recent Switch games, the visual novels Illusion of Itehari and Mistonia's Hope -The Lost Delight- and noticed the file structure is Unity. I was able to extract the music files using AssetStudio but I'm unable to preview any of the textures (background images or sprites) using AssetStudio. I tried using AssetRipper to extract the background image and sprite files but the results are pngs that look scrambled. I ran into this issue with visual novels using a different (proprietary?) engine and was able to "descramble" them using a Noesis script but I'm at a loss for how to process the Unity image files. Here are some of the game…

  13. Help. Okay I finally got into Hayarigami 1-2-3 Switch's Dat. Files but it isn't the same as the PSP versions since it uses a NXTL file I've tried others but it isn't seemingly working please help me I would be extremely grateful here are examples https://drive.google.com/file/d/18GMdn7Xc0Dv0BgyQFG_0kaDNuvcxG9q5/view?usp=sharing

  14. Started by Sirduckdude,

    Hello I am trying to Convert the TXP Files into viewable images from Hayarigami on The PSP here are some samples (Edit: Found it! Used scarlet for it https://github.com/xdanieldzd/Scarlet) CIs.zip

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  15. Hi guys, I need help. I extracted the texture files and they gave me weird files. I need someone to help me with this. texture.zip

  16. Started by BrunoElias2024,

    Does anyone know how to convert this to PNG? Texgfx.zip

  17. Started by IEmB,

    Hi, I have been trying for sometime now to convert the texture files of Bratz Rock Angelz for the playstation 2 made by Blitz games. I have been using "TiledGGD" as I saw a previous post (for a Spongebob game made by the same Developers) recomend it for files of a similar era. This is as far as I have gotten. I have attached various files from the game, please could you point me in the right direction or let me know how to decipher them. Thank you so much for your help. ps2TexSamplesBratz.zip

  18. I've almost finished extracting Wolfenstein: The New Colossus .bimage files, the structure again is very resembling the previous one, hovewer I noticed that this time .bimages were very, very rarely used in game at all. This is what I was capable of extracting instantly after looking at... The structure: [Little-Endain] 0x0-0x3 = File signature ("42 49 4D 0E", BIM) 0x0C = Width 0x10 = Height 0x52 = Payload

  19. Started by vistekis,

    Good day, I'm having some trouble with the Fable 2 .tex files. An old post on the Zenhax forums shows that they are apparently LZMA:192k compressed. I've tried reconfiguring the Tex converter for Fable 3 using texconv to rewrite them as .dds; as well as some tools for finding the texture. Notably, the headers are stripped from the file and placed elsewhere. I can rebuild the file with the headers to share if needed, but I've just attached some of the .tex's with their corresponding headers. New WinRAR archive.rar

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  20. I have never done font editing before. Today I tried it on this game, but the letters I changed appear in their original form in the game, as if no changes were made. I edited it using the Photoshop DDS plugin. I modified these characters: "î", "ý", "ō". I’m attaching both the original and the edited files. I don’t know what I did wrong. Zombie_Apocalypse_Files.rar

  21. two images: .pages and another is the location of all structures .pages files but I am beginner BMS Scripting complex mode to extract to grab textures. help me please.

  22. Started by randomuser142668,

    So I was able to extract the ETI files from EyeToy Play to PNG, but I got misarranged and distorted results, Can anyone help me?

  23. Drag and drop your bimage files into the script and it will convert it into PNG files. bimage.py bimage.zip

  24. The attachment has two folders, one with sample textures from MLBTS 22 PS4 and the other one with textures from MLBTS 25 Switch. In both cases, the texture files are in txt files. I assume that all those textures are compressed as I cannot see any reasonable shape in texture finders. Hopefully some of you can help me to extract these textures from those two systems. MLB The Show PS4-Switch.zip

  25. Hello, I need a way to decompress the DAT files from the game Disney-Pixar Ratatouille. I extracted FONTES.DPS using the ratatouille_dpc.bms script, but after extraction I got 6 files inside the compressed folder. So, can anyone help me with how to decompress these DAT files, and which one of them is related to the game's font? Here are the files: https://mega.nz/file/ehp2jYLI#zWGxhaZd8idrNDR9BTlMFiPgDV3z7inqsRBSxRBSFps

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