Graphic file formats
Get help on any and all graphical formats...
196 topics in this forum
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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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Hello! I cant seem to open these strangley written DDS files in softwares like blender and whatnot Help/guidance is much appreciated! Sample files.zip
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Hi, I’ve been a regular guest of the old XeNTaX forums, but this is my first post in this new community, so hi 🙂 I’m currently working on trying to render maps for LithTech 5 (Jupiter Ex) games, FEAR 2 and Condemned 2. I’ve already decoded most of the world data and can render it pretty well (you can check my findings here). For Condemned 2 though, I’m stuck with the textures. Since the game was never released for PC, I am using the Xbox 360 version. My biggest issue is that the textures appear to be swizzled, and the unswizzling does not seem to work. I’m not sure if I am using the wrong pattern, or if I use the method in the wrong way. I am currently usin…
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Does anyone understand this file format? It's quite common in Bethesda games. title_vmtr.7z
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Looking for help on figuring out how to decode the texture files for EyeToy: Play, they're ".ETI" files, below I've linked all the textures for Kieu as an example. Kieu textures.rar
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Hi experts, I'm trying to look at the BIN Images from the game Guilty Gear. The image structure seems OK, and they look like paletted images of size 640x480, however the file size for each BIN image differs, and is smaller than the size required for 640x480, so I suspect some kind of compression on the pixel data only (the palette indexes). Would anyone be able to take a look please. The image structure: +-------------------+ | Guilty Gear *.bin | +-------------------+ // Image // Unknown compression on the pixel data // HEADER 4 - Header Length? (16) 12 - Padding (all byte 255) 2 - Number of Palettes? (1) 2 - Palette Offset (32) 2 -…
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I already have all of these files extracted but have nothing to replace them with. Any ideas for any tools or anything? Thanks! KEYOBJECT.zip
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Now that it is at least possible to get models from this game now (Thanks again Murugo), the next thing to get would be the textures. However, it appears like just getting them from Ninja Ripper or anything similar isn't good enough, as the some textures extracted in this kind of method would appear to be abruptly cut, particularly some portions that are behind or off the screen when the capture was taken. In this model for example, the upper portion of the hair's back texture appears to be abruptly cut. So I guess the best way would be to get the textures from the data itself (the 'Untitled' file for example, which I pulled out from eeMemory m…
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Hi! There's a group of numbered files from a wallpaper app which are encrypted. The developer of the app, HeartBit, mentioned on their website that they used SHA-1 ("160-bit SHA") for the encryption, but that doesn't really say much. I tried looking through the app's classes.dex file to see how it is decrypted, but didn't find anything. The images don't use XOR, and I can't figure out what it uses and how it is decrypted. Other than images, some of the encrypted files might be .csv files, but I'm not too sure. assets.zip classes.dex_Decompiler.com.zip
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Experiencing a troubles using script Python script (courtecy of xentax). When I leave path_Directory = raw_input("path\\") getting arror that raw_input not defined, and when I edit path to source files like in commented out line above in script, to be like this: path_Directory = "D:\\Program Files\\Middle-earth. Shadow of Mordor\\Arch05\\!!Unpack\\models\\weapons\\player_weapons\\player_sword01\\" (literally the line from script) executing this script throws an error File "ShadowOfMordor_tex_converter_v1.1.py", line 51, in <module> print("format: " + format) TypeError: can only concatenate str (not "bytes") to str 8556_S…
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Hi experts, I'm currently investigating a number of games by Dynamix (Sierra), all published under the 3D UItra banner. They have 2 types of images, with (I'm assuming) an RLE compression on them, although it could just be a regular compression. For the BMX images, the structure is: // HEADER 4 - Number of Sprites 4 - Max Width 4 - Max Height // for each sprite 4 - Offset (relative to the offset of this field) 2 - X Position? 2 - Y Position? 2 - Sprite Width 2 - Sprite Height 2 - Unknown 2 - Compression Type (0=uncompressed 8-bit paletted, 6=?, 109=?) // FILE DATA // for each sprite X - File Data F…
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I have a small collection of old BMS scripts and a Noesis plugin I just wanted to drop here to share and preserve. These were mainly created to convert texture formats and other files from visual novels such as Cupid Parasite, Taisho x Alice, etc. using the formats CL3, TID, PAK, etc. Noesis Python plugin for CL3 TID Noesis python plugin - tex_IdeaFactory_cl3_tid_BABA.zip BMS script for Taisho x Alice PAK Taisho x Alice.zip BMS script for Hakuouki Reimeiroku Nagorigusa *.mp_ hakuouki_mp.zip BMS script for Cupid Parasite RTEX cupipara.zip BMS script for MEMFS and MEMBODY memfs_membody.zip BMS script for BFSTM bfstm.zip
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