Graphic file formats
Get help on any and all graphical formats...
182 topics in this forum
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Hi everyone! I recently extracted Midnight Club 2's textures as I am looking to experiment with creating a HD texture pack (which does not exist today). Most of the files are .TEX, with a few .IPU and .PAL files and one .OUT file. However, I have tried several different programs to convert the .TEX files to PNGs in order to upscale them properly, without much luck. ScarletConvert doesn't recognize the tex, Rainbow doesn't support tex files, TextureFinder 1.3.2 opens up a weird image with distorted colors, and TextureFinder 2.1 may be a virus based on VirusTotal and my W11 PC literally stopping me from opening the file. In addition, there are also IPU, OUT, and PAL fi…
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Hi, I tried to extract the textures from this game, but the sba extractor only works in few files, there´s a way to extract them all? 2022_Acura_NSX_Type_S.rar
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this appeared when I tried to export a 1kb image file
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I mean there is a Texture Converter made by KillzXGaming and Nenkai, which works like a charm actually. But unfortunately, neither of them are able to get the detail maps from ff16. You can download the texture files here: [texture samples] As to the detail tilling maps, hypothetically, I think they use some sort of ways to pack all the tilling maps into one .tex The tilling maps path is gracommon\texture\tiling\pattern When I drag and drop the .tex file onto the Texture Converter tool, it just extract a 1kb file. The reason why I have this idea is that Unity3D games use this kind of technique to pack several textures into one, and they call it Te…
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Semi related to this post but thought I'd make a new post instead of bumping that thread. I am completely new to image formats and currently down a rabbit hole learning about all shorts of shenanigans like swizzling and tiling. I am trying to view a texture a texture dumped from memory from the Xbox 360 version of COD4. Based on other metadata I know the width and height is 1024, 512. I am unsure of the format but I am fairly sure it is DXN or DXT1 DDS image. I don't have the DDS header of the pixel data so I have prepended a DXT1 header for myself. This is what it looks like without any work except for the prepended DDS header. My python script which was gen…
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When i decomplied the files of the game, i came across these files: 59233856.xet and 58053336.xet . Is there a way to convert them as png? Is there a script that can handle them? Thanks in advance. XET files.zip
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war_yan_a.rar any one know how to open it and use it ?
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Greetings guys. I'm trying to decode .imag files, which can be found in .ca archives of the game Alien Nations 2 (die völker 2). I've been trying to understand how it's possible to convert these custom-formatted images into a commonly supported format, like PNG or GIF. And since I'm pretty new to reverse engineering, would appreciate any help. If I'm getting it right - these images are of 16-bit colour, must be RGB565 or RGBA4444. The first and the third byte define the image size. (e.g. 28x28), the fifth byte is a some kind of a flag - (probably palette?) - but it's always set to 1. And the pixelarray offset is 24 bytes, again, if I get it right. Altho…
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Unpacked the .nltx files using this tool However it results in swizzling and the image is mashed. I'm pretty much a noob in this regard, though i have experience in normal coding, so if anyone can give me the method, tool or link a tutorial on how to fix it, it would be deeply appreciated. I found other swizzle discussions, however those use some terminology and numbers i am unfamiliar with. In an archive both the original nltx file and the raw dds file i got from it. ch000.zip
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Hello, help me solve the problem with the Noesis plugin. it incorrectly shows the ps2 swizzle 4bpp texture, but some programs also do this incorrectly. thanks in advance if use MummGGTool: width = 64, height = 32, bpp = 4 inside Noesis i use: data = rapi.imageUntwiddlePS2(data, width, height, 4) data = rapi.imageDecodeRawPal(data, palette, width, height, 4, 'r8g8b8a8', 1) if width = 32, height = 64 if width = 64, height = 32 if use "Console Texture Explorer": s0000_023.zip
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Hello, I have been trying to rip the sprites from the mobile game The Simpsons: Tapped Out after it was announced that the game would be shutting down but I ran into a problem with trying to get the sprites. The sprites are in a .rgb format, which I have no idea how to de-compile them. If you google about ripping TSTO sprites two tools will appear, simsonsRGB, which makes all the sprites transparent, and tstoimg, which is uncompiled and I have no idea how to compile it. If someone could help me figure over how to convert to the .rgb's into .pngs without being transparent. That would be amazing. BTW: in the zip are 5 random .rgb from the game, one building, two promos, and…
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Hello everyone, I’m trying to locate some textures from the game Auto Modellista for PT-BR. When opening the AFS containers, I noticed that the textures are in a type of .bin container with some TIM2 files, as you can see in the attachment below. In the example file I sent, there are 7 references to TIM2 files. I only need to edit the UI elements of the game to PT-BR; I was able to locate the text files. m_demo01_pu.rar
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Space Marine 2 uses Saber Interactive's Swarm Engine. It uses a few of Saber's pct textures, with the vast majority being pct_mip. From what I understand, the pct_mip is raw texture data with the pct.resource specifying how it is read. pct.resource files can be read as plain text. The existing QCTools/QCPCT tool is not able to read the SM2 textures, from what I have found. https://github.com/iOrange/QCTools Samples https://drive.google.com/drive/folders/19dmtmLcdLUzA7Z8Y-IkJVZUrB7OQetbQ?usp=sharing ch_termagaunt_head.pct.resource Spoiler __type: res_desc_pct header: faceSize: 1398096 format: 51 mipLevel: …
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I'm trying to extract some graphics from Shinjuku Soumei The image files are in .xtx format. Does anyone have any way to how to convert these to png or another easy to use format? Thank you! example.rar
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Hi everyone, i'm trying to translate a Bleach japanese game from PS2, worked on the text routine and now i want to change the font, i don't quite like it and doesn't fit the game IMO. BUT, i can't edit it, tried Console Texture Explorer (Where i can edit 8bpp textures) but 4bpp i can't... anyone knows how can i edit it? font.zip
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While i was extracting the textures of Drake, i stumbled across this texture called hero-hair-trans.dds: and this texture called hero-hair.dds: i want that trans texture to be alpha to correct that ugly non-alpha version. Is it possible? is there a way to correct this? Any help would be appreciated!
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I'm trying to export the assets of the backgrounds for the Windows game, Spongebob Employee of the Month. I finally managed to get the files to at least export out of .omt format using QuickBMS and with the addition of a script (bms file) but they are exported as an unusable file rather than a png. I am wondering if anyone knows a way to get it so that I can export the .omt files into a usuable .png format I've included the QuickBMS with the script and 5 of the .omt files. I believe I need the spongebob_omf2.bms script tweaked so it exports, but I do not how to do it. If there is another way entirely to do it, that is also fine In case you don't know, her…
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Hi, I'm having problems trying to extract Storm Lover 2nd's images. I manage to extract the contents of the game's union.cpk file and here I hit a road block. All images were stored inside .bin files, but they have no header. To make matters worse, some have a different beginning hex values (Some files start with 0xC8 0xC3 0x01 0x00, while others start with a random 0x values, followed by 3 0x00). Here some of the .bin files. Any help to extract the game's images would be appreciated. SL2bin.rar
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Here's their new format for the images in this game aside from the old one which had to be png images by default: also some with the .atlas extension are in there too: 2 sample files are included. Any way to convert these to PNG cause they are either compressed or modified. balls.7z images.7z
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I've been extracting models from the Cars games such as Cars 1, Mater-National, and Race-O-Rama I have scripts for converting the models from the GameCube, Wii, PS2, PS3, and Xbox 360 versions For textures, the Xbox 360 and PS3 has them as dds images so they're easy to deal with and I found a Python script for the GameCube and Wii versions to convert them to tex0, then I can convert to png. That leaves the PS2 version and the pst texture files. I've looked all over the internet and can't find any information. I sent all of Lightning McQueen's textures from Mater-National if anyone can give pointers mcq.zip
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I extracted some files from the game Gunka o Haita Neko for Switch by Pencil/Primula and I'm stuck at the image formats cz3 and cz4. I can also dig up the PC version of the game if needed. I didn't see these image formats mentioned anywhere else in the forums. I attached a few examples from different game directories: BGCG (I'm assuming these are background artworks for the various game locations), CHARCG (character sprite artworks?), and EVENTCG (event artworks aka visual novel cg art images). If anyone could give some insight I'd greatly appreciate it! Thank you in advance! gunkaohaitaneko.zip
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ps23dformat i'm sorry oralinePS2textureBeta.bms YES PS2 File Ps2TXDViewer l_d1nw_s.ps2 And l_d1nw_t.ps2 http://web.archive.org/web/20180724223631/https://ps23dformat.wikispaces.com/Coraline https://www.mediafire.com/file/6yndl7v22bmt645/ps2txdviewer.zip/file
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This program enables you to view the textures inside .txd files of the games Grand Theft Auto III, GTA Vice City and GTA San Andreas for the PS2. Ps2TXDViewer YES bmp Jpeg TGA file texture https://www.mediafire.com/file/6yndl7v22bmt645/ps2txdviewer.zip/file
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Hello everyone, game on xbox, some textures were obtained like this, rapi.swapEndianArray(data, 2) rapi.imageUntile360DXT(data, width, height, 16) rapi.imageDecodeDXT(data, width, height, noesis.NOESISTEX_DXT5), but the rest are broken. please help me identify broken textures. textures.zip
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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…
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