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Graphic file formats

Get help on any and all graphical formats...

  1. Started by Nova videos,

    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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    • 3 replies
    • 1.3k views
  2. 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…

  3. Does anyone understand this file format? It's quite common in Bethesda games. title_vmtr.7z

    • 0 replies
    • 976 views
  4. 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

  5. Started by wattostudios,

    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 -…

  6. Started by wae2,

    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

  7. 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…

  8. 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

  9. 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…

  10. 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…

  11. 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

  12. Was previously reversed (not completely) on XenTaX many years ago..long lost now. Looking for someone that's capable of figuring out what's done to the .tga files, and how to make them readable again. There's different types as well, which further complicates things. cin hr dev.7z

  13. Started by h3x3r,

    Hello there! Can somebody please help update my noesis script to support this format? SCE_GS_PSMT8 = 19, // 8-bit indexed, packing 4 pixels per 32-bit. So far I came across 4 formats and this one is something... Don't know how to process it in noesis. Here is 010 Template from Nenkai Spoiler //------------------------------------------------ //--- 010 Editor v10.0.2 Binary Template // // File: PGLUTexSet // Authors: Nenkai#9075 // Version: // Purpose: Texture Set for PS2 PDI Games // Category: Game Sprites // File Mask: // ID Bytes: // History: //------------------------…

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    • 4 replies
    • 2.9k views
  14. The character sprites in the Switch game Tengoku Struggle -strayside- are in a format called rtex that I haven't been able to find any information about. Would anyone be able to help with this format? I zipped up one directory for one sprite from the game. rin_ps1_unif_up.zip

  15. Started by MaxBOOST,

    Tried everything I could. Even tiledggd, and all i could get was the color palette being big endian, 8x2 tile size, 4 bytes per color, RGB Order, and it starts at offset 0x50. Any Help ? objFlugzeug.7z

  16. Started by HorsePlant,

    This game is by Raw Thrills and uses the same engine as Winter X-Games Snocross, which I found an Noesis script made by Durik256 for. The texture format is "IMG". TextureFinder doesn't seem to get anything intelligible. Here's some samples: 00000553.zip

  17. Started by applecuckoo,

    Hello! Yes, the topic sounds silly at first, but I have a bunch of unknown .udi files from the Transformers Rescue Bots game developed by LeapFrog. Initial research points to this being a CorelDraw file, but there seems to be no information on these .udis specifically. RobotsTF_BG.zip

  18. i want convert file this file is japan pachi-slot image data ogt.zip

    • 0 replies
    • 3.1k views
  19. Started by Nova videos,

    Hello! I've been trying to get these textures into a viewable format and haven't been successful at all, I've tried using some general tools such as raw texture cooker and whatnot, but little to no success. Any help is appreciated Thanks in advance! samples.rar

  20. NexusTK is a 2D MMORPG from 1996. This has been my first research project. The graphics formats are pretty old, but a lot of fun to reverse. TKViewer is a Java Swing application I created to renders these assets - the file formats are in the README.md (I'll expand more below) There are 2 things I am trying to figure out here: How to index the palettes to achieve this color animations on a frame/image (Example in Post 2) If the Alpha in the RGB[A] uint32 (that I currently ignore) for transparent frames is used to change the colors (shade/lighten/mask).. Transparency is handled with the frame's "Stencil" which appears like binary to determine whether…

  21. Apparently they are jpgs with a bunch of blocks. But I need a way to convert them into something viewable. concept_art.zip

  22. Recently, I've been attempting to rip the textures from the original Garden Warfare game, and I've run into a problem when trying to rip the Envmap textures with Frosty Editor. You see, when Frosty Editor exports cubemap textures, what normally happens is that Frosty will cut the image into six parts for each axis of the cubemap. However, Frosty has this weird quirk when it comes to certain cubemap textures, as one image will export normally, however the other five will appear as a scrambled mess as shown in the image below. (Note that px is normal) And here is roughly how it is meant to look in game, note the reflection on the Hot Rod Chomper's head. …

    • 0 replies
    • 1.6k views
  23. Started by Gcr27,

    Hello its possible import this files in blender How find estrutury the files in the hex program https://www.mediafire.com/file/dpe1938prff1j9y/fury_files.zip/file

  24. Started by katashi,

    Hello, I want to translate the adventure time game into my language, but I have some problems I can't find any documents related to TNOF files It appears to be some kind of texture file Someone please help me, thank you very much Conversation.zip

  25. Started by Kazuma,

    Hi, can someone help me make a bms script that could convert a pzx file to png or jpg? I tried making on my own using this guide (https://www.psxhax.com/threads/quickbms-making-bms-scripts-tutorial-by-thattruestruggle.2190/) but I couldn't find the header and offset. Update: I tried decompressing 005.pzx on face zip using someone's script (https://ya4r.net/forum/index.php?id=156605&page=1&newup) assuming that it is also a zlib since it just for the same game and it converted to 00000135.dat. face.zip dat&bms.zip

    • 4 replies
    • 2.7k views

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