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Posted

I'm trying to edit the game's textures, but they're in a format that I haven't seen mentioned anywhere.

I've tried a few programs but haven't been able to. Does anyone know of a way to extract them?

Textures.zip

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Posted

I can see some shapes there, but I can't get it right with those samples.
obraz.thumb.png.f0dee002561596932ea5909a809838ed.png

Do you have some bigger samples? Like background images or something like that?

Posted (edited)

From looking at the gamecube version, i think the textures are .TXFL files which is a custom format made by Maxis.

The textures are all stored in a singular .arc file, so if someone could extract from it then the textures would be there!

Here's the link to the .arc file 

https://gofile.io/d/J6Ojvq

Edit: I extracted all .TXFL file (11,443 in total)

Hope this helps ikskoks to read these!

(Uploaded a few at random below)

random .TXFL.zip

Edited by Hazza12555
New Update
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Posted

How did you extract ARC file? You didn't share your method. 😄
Anyway, I was able to create this script for ARC file:
https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/The sims 2/The_Sims_2_ARC_script.bms

 

And I've started to analyze "font_frankfur_s24_p0" TXFL sample, but the swizzling method seems to be custom on this one and the font doesn't look correct:
obraz.png.801c6ba7985a4373c467ed7a9123c52b.png

No idea how to fix it at the moment.

Posted (edited)
2 hours ago, ikskoks said:

How did you extract ARC file? You didn't share your method. 😄
Anyway, I was able to create this script for ARC file:
https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/The sims 2/The_Sims_2_ARC_script.bms

 

And I've started to analyze "font_frankfur_s24_p0" TXFL sample, but the swizzling method seems to be custom on this one and the font doesn't look correct:
obraz.png.801c6ba7985a4373c467ed7a9123c52b.png

No idea how to fix it at the moment.

You can use Watto Game Extractor, and just provide it with the .arc file 🙂

Edited by Hazza12555
  • Like 1
Posted
6 hours ago, ikskoks said:

How did you extract ARC file? You didn't share your method. 😄
Anyway, I was able to create this script for ARC file:
https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/The sims 2/The_Sims_2_ARC_script.bms

 

And I've started to analyze "font_frankfur_s24_p0" TXFL sample, but the swizzling method seems to be custom on this one and the font doesn't look correct:
obraz.png.801c6ba7985a4373c467ed7a9123c52b.png

No idea how to fix it at the moment.

I used a BMS script from The Sims Bustin' Out. The Sims 2 has a Script but it doesn't seem to work, I assume the Bustin Out one works in all games (from 1 to Castaway), I also assumed that Maxis used some format commonly used by EA, but when I tried to use a specific program for EA game files it ended up not working (EA Graphics Manager).

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  • Solution
Posted
21 hours ago, Hazza12555 said:

You can use Watto Game Extractor, and just provide it with the .arc file

Thanks for the info.

 

16 hours ago, hohenheim said:

I used a BMS script from The Sims Bustin' Out.

Thanks. I found the script. Seems to be very similar to my script and it extracts data the same way.

 

16 hours ago, hohenheim said:

I tried to use a specific program for EA game files it ended up not working (EA Graphics Manager).

Well, I am creator of EA Graphics Manager 😄 
And I can tell you that FSH/SSH/MSH/XSH files supported by EA Graphics Manager are compleetely different than TXFL files attached to this topic.
This just won't work, because tool wasn't designed to work with TXFL files.



As for TXFL files, I was able to make some progress, but it's still not completed. I can extract some files in grayscale:

obraz.png.8223bd5f1754041052765f5077ecb6f7.png

obraz.png.5b967ed8193618f6c7c47db5d38b7070.png

obraz.png.7ece78e95bf686d53a9fcd24a243a10f.png




Here's my extractor:
https://github.com/bartlomiejduda/Tools/tree/master/NEW Tools/The sims 2/The Sims 2 TXFL Extractor


Most of those files are probably PAL8 and palette is stored at the end of each file, but I couldn't figure out correct pixel format...
Not sure if I can progress any furthrer without debugging the game.


EDIT: Maxis logo seems to be a good sample for further analysis
It looks like this in grayscale:
obraz.thumb.png.bb06232effbe424c6fc612b729b9ae8a.png

And it should look like this in color:
obraz.png.79e4ec8799243e07bf596043a6779b40.png

ui_maxis.zip

Still can't get palette right. 😞 

  • Like 1
Posted
8 hours ago, ikskoks said:

Thanks for the info.

 

Thanks. I found the script. Seems to be very similar to my script and it extracts data the same way.

 

Well, I am creator of EA Graphics Manager 😄 
And I can tell you that FSH/SSH/MSH/XSH files supported by EA Graphics Manager are compleetely different than TXFL files attached to this topic.
This just won't work, because tool wasn't designed to work with TXFL files.



As for TXFL files, I was able to make some progress, but it's still not completed. I can extract some files in grayscale:

obraz.png.8223bd5f1754041052765f5077ecb6f7.png

obraz.png.5b967ed8193618f6c7c47db5d38b7070.png

obraz.png.7ece78e95bf686d53a9fcd24a243a10f.png




Here's my extractor:
https://github.com/bartlomiejduda/Tools/tree/master/NEW Tools/The sims 2/The Sims 2 TXFL Extractor


Most of those files are probably PAL8 and palette is stored at the end of each file, but I couldn't figure out correct pixel format...
Not sure if I can progress any furthrer without debugging the game.


EDIT: Maxis logo seems to be a good sample for further analysis
It looks like this in grayscale:
obraz.thumb.png.bb06232effbe424c6fc612b729b9ae8a.png

And it should look like this in color:
obraz.png.79e4ec8799243e07bf596043a6779b40.png

ui_maxis.zip

Still can't get palette right. 😞 

Wow, you're doing great, thanks for the help! I wonder if Dolphin is able to find the palettes? PPSSPP and PCSX2 have a way to do that. Maybe Dolphin has one too.

Posted
9 hours ago, ikskoks said:

Thanks for the info.

 

Thanks. I found the script. Seems to be very similar to my script and it extracts data the same way.

 

Well, I am creator of EA Graphics Manager 😄 
And I can tell you that FSH/SSH/MSH/XSH files supported by EA Graphics Manager are compleetely different than TXFL files attached to this topic.
This just won't work, because tool wasn't designed to work with TXFL files.



As for TXFL files, I was able to make some progress, but it's still not completed. I can extract some files in grayscale:

obraz.png.8223bd5f1754041052765f5077ecb6f7.png

obraz.png.5b967ed8193618f6c7c47db5d38b7070.png

obraz.png.7ece78e95bf686d53a9fcd24a243a10f.png




Here's my extractor:
https://github.com/bartlomiejduda/Tools/tree/master/NEW Tools/The sims 2/The Sims 2 TXFL Extractor


Most of those files are probably PAL8 and palette is stored at the end of each file, but I couldn't figure out correct pixel format...
Not sure if I can progress any furthrer without debugging the game.


EDIT: Maxis logo seems to be a good sample for further analysis
It looks like this in grayscale:
obraz.thumb.png.bb06232effbe424c6fc612b729b9ae8a.png

And it should look like this in color:
obraz.png.79e4ec8799243e07bf596043a6779b40.png

ui_maxis.zip

Still can't get palette right. 😞 

Just dumped some texture's directly from the game using an Emulator

(I know the maxis logo is there so maybe you can work with it)

Uploaded all the textures i dumped here

I believe some are coloured and some are greyscale

https://gofile.io/d/ZW0rgQ

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Posted

I know where the palette is. It's always at the end of the TXFL file, right after image data. The problem is that I don't know how to decode it properly. 😄 

Another issue is that my gamecube unswizzling method doesn't work on some files.
You can see some artifacts on thought bubbles or on fonts:

obraz.png.9e61fc093f795a1dcfa8370bf7bdc460.png
obraz.png.e19394ff17dc0eda4f623fde9223cef6.png


By the way, here are file format specifications:
https://rewiki.miraheze.org/wiki/The_Sims_2_ARC

https://rewiki.miraheze.org/wiki/The_Sims_2_TXFL

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