gerald15 Posted May 11 Posted May 11 I couldn't convert the texture with the available tools. PAL32 seems uncompressed. I checked with ImageHeat. The textures are more or less visible. I need a script that will convert the texture to DDS and then back to a tex file. Maybe there's a tool that converts tex files, but I couldn't find one. tex.7z
gerald15 Posted May 17 Author Posted May 17 Updated! At least if someone writes a Python script to convert the texture to dds or tga, we can use AI for importing. I've made AI tools for importing textures before. The textures seem game-specific. I guess that's why a texture mod hasn't been made yet.
Engineers shak-otay Posted May 17 Engineers Posted May 17 (edited) Replacing the first 8 bytes by a DXT5 header seems to do the trick for C_DODAI_ID.tex: edit: sizes are wrong, must be 00 02 (512 pixel) at offsets 0x0C and 0x10 Edited May 18 by shak-otay 1
gerald15 Posted May 17 Author Posted May 17 (edited) 1 hour ago, shak-otay said: Replacing the first 8 bytes by a DXT5 header seems to do the trick for C_DODAI_ID.tex: Would you send the header as a .txt file? I wrote the exact same code but couldn't get it to display. I also only need the texture text files here. They can be 16 kb, 20 kb, 32 kb, 65 kb, 131 kb, 262 kb, 524 kb. Will we apply the same method to all of them? I think those starting with _en are texture text. Edited May 17 by gerald15
Engineers shak-otay Posted May 17 Engineers Posted May 17 (edited) The header as a text file doesn't make much sense, does it? (even if you want to use it for coding). Here's the patched tex file. You can copy the binary header from it. I've changed the pixel sizes to 512x512, btw: A general dds header patching script was somewhere in the forum, iirc. (The problem is, how to decide whether to use a DXT1, DXT5 or whatever header.) C_DODAI_ID - DXT5.tex.zip Edited May 18 by shak-otay 1
gerald15 Posted May 17 Author Posted May 17 11 minutes ago, shak-otay said: The header as a text file doesn't make much sense, does it (even if you want to use it for coding). Here's the patched tex file. You can copy the binary header from it. I've changed the pixel sizes to 512x512, btw: A general dds header patching script was somewhere in the forum, iirc. (The problem is, how to decide whether to use a DXT1, DXT5 or whatever header.) C_DODAI_ID - DXT5.tex.zip 10.31 kB · 2 downloads I haven't seen it. I'll check. Actually, ArcTool extract the textures, but the textures appear empty. This texture might be exclusive to this game. It's the first game to use MT Framework 2.x. I accidentally pasted the title in the wrong place. That's why I couldn't view the texture, but I've fixed it now. But I think this doesn't work with other textures because they still don't show up when you paste them the same way. Especially the textures with the name HQ look different in terms of their titles than the others. I think a script is needed. Manually would be tedious. I don't know exactly how many textures I need to edit. I'll need a script that exports them all in bulk. I'll try to do something with the title you provided and the AI. If the results are positive, I'll share the script here as well. https://residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-428
Engineers shak-otay Posted May 17 Engineers Posted May 17 Does this HQ dds look like it should? Then I could code a simple tool which cuts 8 bytes from a .tex file and concatenates a dds header (out of a pool with different DXT types and different sizes). ID711_GO_ID_HQ - DXT5.tex.zip
gerald15 Posted May 17 Author Posted May 17 (edited) 33 minutes ago, shak-otay said: Does this HQ dds look like it should? Then I could code a simple tool which cuts 8 bytes from a .tex file and concatenates a dds header (out of a pool with different DXT types and different sizes). ID711_GO_ID_HQ - DXT5.tex.zip 4.44 kB · 2 downloads Yes, it looks quite good. In fact, it looks perfect. Textures are visible with ImageHeat and TextureFinder, but never exactly as you exported it. Actually, I can export and import the textures without any problems, but they don't look the same as they do in the game. Editing the text of a texture with the same font is difficult. That's why I need the raw version of the texture. If you can create a script that exports textures without any issues, I can modify the menu, test it in the game, and let you know. Edited May 17 by gerald15
Engineers shak-otay Posted May 18 Engineers Posted May 18 (edited) Drag and drop a .tex file onto the app - each header needs its own directory. You can create new headers by modifying 2 (or three) bytes: Tex2DDs.zip Edited May 18 by shak-otay
Solla Posted May 25 Posted May 25 On 18.05.2026 at 14:49, shak-otay said: Перетащите файл .tex в приложение — для каждого заголовка нужен свой каталог. Вы можете создавать новые заголовки, изменив 2 (или 3) байта: Tex2DDs.zip 45,73 КБ · 4 скачивания Hi, I'm also having issues with textures. I'm planning on making a skin mod for this game, but ArcTool doesn't work correctly with textures. Could you tell me what tools you use to convert textures to Lost Planet 2?
Engineers shak-otay Posted May 25 Engineers Posted May 25 (edited) Hi, I don't owe that game but after having added a header and modified the texture with your preferred graphics editor it would make sense to me to remove the header again before making a tex mod. (DDS texture name must be changed back to *.tex, of course.) Edited May 25 by shak-otay
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