September 29Sep 29 in the ps2 version of this game there 2 formats used .psd and .ps2 according to a script that i dont remember where i got it from .PSD is a 3d mesh format while .PS2 seems to be an archive/texture format thing opening it up in imageheat i see textures for example this is tomnote the script doesnt import all of the polygons i dont know why however whats important is the texturesimporting TO_BE_AC.PS2 into imageheat i get this however when i extract tom's textures using modified version pcsx2 with 3d screenshoting i get 3 imagesand in TO_BE_AC.PS2 references to 3 images are mentioned i think a bms script could extract this here is an exampleTO_BE_AC.rar Edited September 29Sep 29 by wedjklwkerfjgfkewgfh43ertg
September 29Sep 29 Author looking at it it seems to be some kind of uncompressed archive whatever ps2 is i dont know what the textureand also found in the psd for tom is this are they bone data?
September 29Sep 29 Author PS2 example.rarforgot that if i want this format to be decrypted i need examples
September 29Sep 29 Localization The .PS2 files are "SDG" containers. The models are stored as VIF1 DMA packets and the textures as raw GS upload packets.UsageNeeds Python 3 and Pillow (pip install pillow).Put sdg_extract.py next to the .PS2 files and run it. Output goes to an "extracted" folder next to the .PS2 filespython sdg_extract.py every .PS2 in the script's folder python sdg_extract.py KITCHEN.PS2 one file python sdg_extract.py D:\game\*.PS2 several files sdg_extract.py
September 29Sep 29 Author the way the post is formated makes me think its chatgpt i would like proof that you actually coded it also it does extract it but the colors are off and 001_Tom1.png is wrong it should be TomH.png but without the gradients
September 30Sep 30 looking at it it seems to be some kind of uncompressed archiveYep, the data is uncompressed and not encrypted:
September 30Sep 30 Author cool but i realized RGBX8888 works for one texture but doesnt for the other like how the floor texture and TO_BE_DC.PS2 look off i assume its like lego island's JUKEBOX.SI where there are 2 formats
October 1Oct 1 but doesnt for the other like how the floor texture and TO_BE_DC.PS2 ... how would i get the texture to look like thisI'm not seeing TO_BE_DC.PS2 in the sample file?Is that texture 8-bit palettized? Try gray8 first just to vet whether the wrap width is right, and then look for 4-byte palette entries likely near/before/after the image data (often with 80h's in the alpha channel, which actually represents full opacity).
October 1Oct 1 Author there are 9 bytes before image data and 7 bytes after and the image is duplicated hmmmmmthe data after looks like palette data
October 1Oct 1 Author what is this? similar unknown strings were found in the PSD fiesfound some interesting data after the image datayup ender
October 1Oct 1 wonder if the white teeth like pattern at the top is the palette?That's a likely candidate based on the grouping of 4 bytes and dimmer 4th byte. Though, the whites appear saturated 🤔. I can also look if you include TO_BE_DC.PS2.
October 1Oct 1 Author 13 minutes ago, piken said:That's a likely candidate based on the grouping of 4 bytes and dimmer 4th byte. Though, the whites appear saturated 🤔. I can also look if you include TO_BE_DC.PS2.https://reshax.com/applications/core/interface/file/attachment.php?id=14070&key=54245c2954ff00690d81d419f87b16fbat the start
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