Graphic file formats
Get help on any and all graphical formats...
186 topics in this forum
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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
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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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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…
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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
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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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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
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Does anyone know how to convert this to PNG? Texgfx.zip
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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
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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
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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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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
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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.
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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?
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Drag and drop your bimage files into the script and it will convert it into PNG files. bimage.py bimage.zip
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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
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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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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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I'm not sure what type of texture format is used for this game. Sample file: Texture sample.zip
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Hello, I am trying to get the sprites from the Nintendo DS game: One Piece: Gigant Battle. I was able to open the files and the .aar by using Tinke, most characters and supports have these two files (included the extracted ones as a sample). From what I can tell the sprites are located in a .dig files in the sc.aar folder. fox_s.aar.zip fox_sc.aar.zip
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This is colorcube texture with 32 volumes (volume map), each cube has 32x32. I tried to unswizzling PS4 texture but pixels for some reason are corrupted you can compare images, and some raw data and script itself for unswizzling. raw images.zip DDS from PC if you want header from it fcc_colorcube_mountainous.zip Script that unswizzle(result on the first attached image) findout.py PS4 after unswizzling (not correct pixels) and PC one (the way how pixels should look)
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Hi, I've been trying to research files from this game and I could not find any information on its textures. In annex item.zip are files which have a bunch of textures (for car meter graphics), in parts.gsl 86 00 12 10 would be an entry to another texture inside the same file. It looks similar to this Tim2 (https://openkh.dev/common/tm2.html), it looks like a non-palleted image format 32bit rgba(?) could someone help me understand better this format? Is there a way to understand certain fields possibly using GPU debuggers to understand specific VRAM values in the hex (https://www.youtube.com/watch?v=lePKUCYakqM)? ITEM.zip
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Help unpack archive .t000 from Collapse (2008). Here my 'Collapse-Textures-t000.zip' .bt file for "010 Editor" but it don't recognize sky.t000 archive 😞 sky.zip Collapse-Textures-t000.zip
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this is .pages lowgore for example Can someone teach me how to create a QuickBMS script for virtual textures in idTech 5 games? Wolfenstein German version for example.
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Wondering if anybody can help with extracting content from the .00 files in the Leaked Pre Alpha Battlefront. A BMS Script was made on zenhax by alugi for the XBOX version but the WII version seems to be slightly different. Here are some example files: https://gofile.io/d/iKxQ44
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Hi experts. I'm trying to read the MT2 images from Indiana Jones and the Emperor's Tomb (PS2), but I'm stuck trying to piece it all together. The images in the PC version are 32-bit RGBA, so that's easy, and gives us a comparison. For the same image in the PS2 version, it seems to be broken down like this... 64 bytes - basic image data (filename, width, height, etc) width*height/2 - 4-bit pixel values (with 4bit PS2 swizzling) width*height/8 - color values This is what the pixel block looks like, as 4-bit values in grayscale: The color values in the last block, look to be something similar to RGBA5551, so e…
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