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fifa 16 android texture kit

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Acewell, posted Wed Sep 06, 2017 3:41 pm (26326)


bms script to split rx3 sample :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

idstring "RX3l"
get UNK long
get ARC_SIZE long
get FILES long
for i = 0    get TYPE long
   get OFFSET long
   get SIZE long
   get ZERO long
   get NAME basename
   string NAME _
   string NAME OFFSET
   if TYPE == 0x7a0b60da
      string NAME .dxt
   else
      string NAME .dat
   endif
   log NAME OFFSET SIZE
next i

i gave extracted textures a dxt extension, just need to identify the formats then i will update script to add headers. :)
i don't know about the repack stuff, more samples would be good too.
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daffa17, posted Fri Sep 08, 2017 10:30 pm (26375)


With repack ?
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aluigi, posted Fri Sep 08, 2017 11:25 pm (26376)


No reimporting with that script.
Maybe the decompressed files work without the need of recompressing them with the chunklzma format. Try it.
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daffa17, posted Sun Oct 08, 2017 1:58 pm (27150)


Please script this bro
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aluigi, posted Sun Oct 08, 2017 6:11 pm (27159)


@daffa17
Don't post random useless links about files not related to the topic
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daffa17, posted Sun Oct 08, 2017 11:53 pm (27173)


Ok sorry i am post new post
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aluigi, posted Mon Oct 09, 2017 9:26 am (27184)


No, you already did it!
In fact I have seen your 2nd topic in Graphics and I deleted the one you opened yesterday.
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daffa17, posted Mon Oct 09, 2017 10:26 am (27186)


Ok brother ,deleted
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beedy, posted Fri Dec 01, 2017 8:29 pm (30438)


You can compress and re-pack .rx3 to chunlzma with this:
Code:
# chunlzma re-pack / compress script
# script for QuickBMS http://quickbms.aluigi.org

comtype lzma_compress
endian big
math CHUNK_SIZE = 0x28800
get SIZE asize
math T = 0
math H = 0
math CHUNKCNT = SIZE
math CHUNKCNT /= CHUNK_SIZE
math CHUNKCNT = 1
get NAME filename
log NAME 0 0
# Put header info to memory_file
log MEMORY_FILE4 0 0
    put chunlzma string MEMORY_FILE4
    putvarchr MEMORY_FILE4 8 2             long
    putvarchr MEMORY_FILE4 12 SIZE         long
    putvarchr MEMORY_FILE4 16 CHUNK_SIZE   long
    putvarchr MEMORY_FILE4 20 CHUNKCNT     long
    putvarchr MEMORY_FILE4 24 16        long
    putvarchr MEMORY_FILE4 28 0        long
    putvarchr MEMORY_FILE4 32 0        long
    putvarchr MEMORY_FILE4 36 0        long
for OFFSET = 0 != SIZE

    math TMP = SIZE
    math TMP - OFFSET
    if TMP < CHUNK_SIZE
        math CHUNK_SIZE = TMP
    endif
    clog MEMORY_FILE OFFSET CHUNK_SIZE CHUNK_SIZE
    get CHUNK_ZSIZE asize MEMORY_FILE

# math number of nulls in end of chunk putting CHUNK_ZSISE to right column in the file.
    math N = 0x10
    math T = CHUNK_ZSIZE
    math T %= 0x10
   if T == 8
      math N = 0
   elif T > 8
      math N = 8
      math N -= T
   else
      math N -= 8
      math N -= T
   endif

    putvarchr MEMORY_FILE2 0 CHUNK_ZSIZE long
    putvarchr MEMORY_FILE2 4 5           long
    putvarchr MEMORY_FILE3 N 0
    append
       if H = 0
   log NAME 0 40           MEMORY_FILE4
   endif
    log NAME 0 8           MEMORY_FILE2
    log NAME 0 CHUNK_ZSIZE MEMORY_FILE
    log NAME 0 N           MEMORY_FILE3
    append
math H = 1
next OFFSET CHUNK_SIZE


compress and re-pack to chunklzx with this:
Code:
# chunklzx re-pack / compress script
# script for QuickBMS http://quickbms.aluigi.org

comtype xmemlzx_compress
endian big
math CHUNK_SIZE = 0x40000
get SIZE asize
math T = 0
math H = 0
math CHUNKCNT = SIZE
math CHUNKCNT /= CHUNK_SIZE
math CHUNKCNT = 1
get NAME filename
log NAME 0 0
# Put header info to memory_file
log MEMORY_FILE4 0 0
    put chunklzx string MEMORY_FILE4
    putvarchr MEMORY_FILE4 8 2             long
    putvarchr MEMORY_FILE4 12 SIZE         long
    putvarchr MEMORY_FILE4 16 CHUNK_SIZE   long
    putvarchr MEMORY_FILE4 20 CHUNKCNT     long
    putvarchr MEMORY_FILE4 24 16        long
    putvarchr MEMORY_FILE4 28 0        long
    putvarchr MEMORY_FILE4 32 0        long
    putvarchr MEMORY_FILE4 36 0        long
for OFFSET = 0 != SIZE

    math TMP = SIZE
    math TMP - OFFSET
    if TMP < CHUNK_SIZE
        math CHUNK_SIZE = TMP
    endif
    clog MEMORY_FILE OFFSET CHUNK_SIZE CHUNK_SIZE
    get CHUNK_ZSIZE asize MEMORY_FILE

# math number of nulls in end of chunk putting CHUNK_ZSISE to right column in the file.
    math N = 0x10
    math T = CHUNK_ZSIZE
    math T %= 0x10
   if T == 8
      math N = 0
   elif T > 8
      math N = 8
      math N -= T
   else
      math N -= 8
      math N -= T
   endif

    putvarchr MEMORY_FILE2 0 CHUNK_ZSIZE long
    putvarchr MEMORY_FILE2 4 3           long
    putvarchr MEMORY_FILE3 N 0
    append
       if H = 0
   log NAME 0 40           MEMORY_FILE4
   endif
    log NAME 0 8           MEMORY_FILE2
    log NAME 0 CHUNK_ZSIZE MEMORY_FILE
    log NAME 0 N           MEMORY_FILE3
    append
math H = 1
next OFFSET CHUNK_SIZE
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daffa17, posted Fri Dec 15, 2017 2:51 pm (30782)


Tanks and open texture chunlzma ?
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luiscarlosapeu, posted Wed Feb 05, 2020 10:49 pm (53799)


How many Mip-Maps does a .PVR have in the Fifa14 Android in your kits? I believe that the problem may be this. It is very difficult to recompose the .PVR textures with all the required characteristics equal to the original file. Surely there should only be a single smaller base for the mip-map. Creating through PVRtexTool is a headache, as it always generates 10 of mipmaps
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valfonsoardila, posted Wed Aug 17, 2022 4:45 pm (73039)


Como obtengo el contenido con un script de ese archivo .rx3. use chunklzx pero solo me deja un archivo mas pequeno
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