April 4Apr 4 Localization Hello, after the announcement of the mobile game Disney Heroes: Battle Mode, I wanted to try to rip the sprites from the game. However, the sprites seem to be in a ".etc2" format that I have never seen before, and I wanted to see if someone could help me convert it. I've included the .etc2 for Kermit, alongside the .atlas and .skel that are used. Thank you/ spine.zip
April 4Apr 4 2 hours ago, redtarp said: Hello, after the announcement of the mobile game Disney Heroes: Battle Mode, I wanted to try to rip the sprites from the game. However, the sprites seem to be in a ".etc2" format that I have never seen before, and I wanted to see if someone could help me convert it. I've included the .etc2 for Kermit, alongside the .atlas and .skel that are used. Thank you/ spine.zip 284.34 kB · 1 download The .etc files are compressed with gzip, so you can extract those with 7-zip. The decompressed files are ETC2 images, not sure about everything that's in the header, but the data seems to start at 0x14. So this one is from unit-DEFAULT, which seems to be 2048 x 256, ETC2_RGBA:
April 5Apr 5 Author Localization Thank you, with this I was able to put the image ImageHeat (see first image) and export it as a .png, and after modifying the .atlas to read the .png, I was able to lead the animation in my Spine Viewer However, he looks weird, with most of the problems around the edges (like his collar or his eyes), which may have something to do with the outline that I think is in "rim-DEFAULT." However, I can't seem to figure out a way to export the texture from rim properly. kermit.zip Edited April 5Apr 5 by redtarp
June 5Jun 5 i know it's been two months from now, but i was wondering, how did you rip the sprite sheets from the game APK? i decompiled mine and it's hella confusing. couldn't find my desired sprites there
June 7Jun 7 Supporter You can find width/height at offset 0xC uint16 big endian Edited June 7Jun 7 by h3x3r
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