Graphic file formats
Get help on any and all graphical formats...
201 topics in this forum
-
Does anyone know how to convert this to PNG? Texgfx.zip
-
-
- 1 reply
- 863 views
- 1 follower
-
-
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
-
-
- 5 replies
- 17.2k views
- 1 follower
-
-
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
-
- 0 replies
- 779 views
- 1 follower
-
-
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
-
-
- 28 replies
- 5.6k views
-
-
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
-
-
- 11 replies
- 1.3k views
- 1 follower
-
-
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.
-
-
- 18 replies
- 4.6k views
- 1 follower
-
-
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?
-
- 3 replies
- 1k views
- 1 follower
-
-
Drag and drop your bimage files into the script and it will convert it into PNG files. bimage.py bimage.zip
-
- 0 replies
- 716 views
- 1 follower
-
-
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
-
-
- 15 replies
- 3k views
- 2 followers
-
-
I'm not sure what type of texture format is used for this game. Sample file: Texture sample.zip
-
-
- 4 replies
- 2.2k views
- 2 followers
-
-
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
-
- 1 reply
- 1.1k views
-
-
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)
-
- 0 replies
- 690 views
-
-
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
-
- 2 replies
- 767 views
-
-
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
-
-
- 6 replies
- 1.1k views
-
-
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.
-
- 0 replies
- 599 views
- 1 follower
-
-
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
-
- 0 replies
- 706 views
- 1 follower
-
-
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…
-
- 1 reply
- 869 views
- 2 followers
-
-
I need a way to extract these, they contain sprites. Thomas.zip
-
- 3 replies
- 899 views
- 1 follower
-
-
Can anyone please help with extracting these textures? Not a format I'm familiar with. sba samples.zip
-
- 1 reply
- 714 views
- 1 follower
-
-
This issue has been resolved, please close the topic.
-
- 0 replies
- 1.3k views
- 1 follower
-
-
Hello! I was working on a Python script that replace Sprites data with another for Unity games but Unity has another trick in its sleeve. For those who use AssetStudio, you will extract sprites like this (from Dungeon Clawler 2024 Demo): But with a tweak, I found out Unity uses more data to store RGBA32 sprites! Unity uses an Anisotropic filter to enhance the quality. Something that is difficult to replicate with Python and every sprites doesn't follow the same rule! We have to follow them individually. Another example with Clawcula. Interestingly enough, a partial replacement works and those which lack shearing, like the Logo, a…
-
- 0 replies
- 843 views
- 1 follower
-
-
i need help with a custom texture format to unswizzle for the ps2 game NANA. If you could help me achieve this in any way it would be a great help as i could get to work on fantranslating the game. I am putting a 65$ USD LTC/BTC bounty on anyone who can successfully unswizzle this format, and it will be paid to the first person who can provide the function or proof that they can unswizzle the current texture format. Please contact me on my social platforms for this : @mxlg on discord and @mxlgborn on telegram. This image ^ is what i got in tile molester, from using 8x8 block size 32bpp RGBA, on 2 dimensions with the custom block size. i still see the swizzling…
-
-
- 16 replies
- 2.6k views
- 1 follower
-
-
I've extracted the Xbox 360 version of Trials Evolution, and it seems to contain both normal textures with a T5X header and atlas textures with a T8X header. The T5X textures were simple enough to convert: I just read the 4-byte magic number and two int16s for the dimensions, then skipped to offset 0x1D and read the rest of the file as DXT5-compressed data. However, I haven't had any luck with the T8X textures yet. I've attached six of them for reference, though I have more if needed. T8X Textures.zip
-
-
- 3 replies
- 1k views
- 1 follower
-
-
I recently ripped the Uncharted Golden Abyss game for the Vita and got help with extracting Dante's model from the .bsm file format that the game uses, but I can't get the textures to work. Here is a link to a file containing a few of his textures: https://www.mediafire.com/folder/ktakosyes7m6t/Dante_Textures If anyone could help that would be greatly appreciated! Thank you!
-
-
- 7 replies
- 2.7k views
- 2 followers
-
-
Would anyone be able to help extracting contents of the .cas files from Skate 4. These seem to be the main file format and also come with a .toc file (as usual Frostbite Engine games do) Here i uploaded ALL .toc files as i'm not sure which ones are needed, I also uploaded an example .cas file which was found in the English folder (assuming for audio incase it's different) and some random .cas files found in the game files. Hopefully all these files should provide some insight into how to extact from this format! Good Luck!! https://gofile.io/d/Lu5Lu6
-
- 3 replies
- 1.2k views
- 1 follower
-