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Graphic file formats

Get help on any and all graphical formats...

  1. 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

  2. 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
    • 3k views
  3. 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

  4. 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

  5. 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

  6. 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

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

    • 0 replies
    • 3.3k views
  8. 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

  9. 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…

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

  11. 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
    • 1.9k views
  12. 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

  13. 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

  14. 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
    • 3k views
  15. Started by CountJames,

    I am trying to convert the .bgs files (which are background images) from Onimusha (PS2) to a readable format (.bmp, .jpg, etc). Can someone help me?

    • 2 replies
    • 1.8k views
  16. Started by HorsePlant,

    These are textures from SpongeBob's Atlantis SquarePants for Wii, which uses Blitz Games' proprietary texture format that tools like TextureFinder can't seem to decipher. Any help would be appreciated. SBAtlantis_Wii_SomeTextures.zip

  17. Started by Tosyk,

    Hi, can you guys help with converting this old texture format from storm engine? like bms script or noesis plugin? Here's examples: https://drive.google.com/uc?export=download&id=1jOtyLmlcfyhNMnVl-OVrgqd3TlK1pYvd Here's a part of storm engine source related to textures: https://github.com/storm-devs/storm-engine/blob/2d3fd8dcf59e29787b2bce3c90e5ebf23b5687b1/src/libs/renderer/src/texture.h#L75

  18. Started by Halamix2,

    Hello, I've been working a bit on reversing file formats used in a Gamewave game console and I'm stuck on image color encoding (I doubt this is RGB, might be YUV420 or something completely different): I know mostly how the image header looks like (https://github.com/namgo/GameWaveFans/wiki/Image,-Music-formats), all data from byte 0x30 is zlib packed: looks like either each two pixels are swapped, or somehow interconnected (maybe 4633 is just two pixels of separate 46 (4alpha and 6sth) and two connected values spread across two pixels (3+3 & 3+3?) I've found mentions in the game binary to "4633", this looks like a correct-ish packing of 4 unknown values…

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    • 2 replies
    • 4.2k views
  19. Started by F0NT3,

    Does anyone know how to convert textures to PNG? In the following link you can download some textures along with the corresponding image in png format obtained from the patapon 1 remastered game. p2r-samples.zip Thanks!!! p2r-samples.zip

      • Like
    • 9 replies
    • 3.6k views
  20. Started by Hulk,

    Hello, I am attempting to translate the game, but I have encountered a texture that I want to translate, and it is stored in a .bin file. I don't have much knowledge about hex editors or any tiled editor to extract the contents of the bin file. Could someone please help me in correctly extracting the contents? https://pixeldrain.com/u/1dQTpmYJ here is file

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    • 6 replies
    • 1.7k views
  21. I have extracted the files from MGS2:SOL HD for PS3. My aim is the textures which is in CTXR format. Does anyone know how to convert CTXR to PNG or DDS and vice versa? is there a tool for that or way to edit them?

    • 5 replies
    • 2.6k views

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