Tuesday at 12:36 PM2 days 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 Tuesday at 01:26 PM2 days by wedjklwkerfjgfkewgfh43ertg
Tuesday at 02:56 PM2 days 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?
Tuesday at 07:41 PM2 days Author PS2 example.rarforgot that if i want this format to be decrypted i need examples
Tuesday at 10:00 PM2 days 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
Tuesday at 10:10 PM2 days 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
Yesterday at 09:10 AM1 day looking at it it seems to be some kind of uncompressed archiveYep, the data is uncompressed and not encrypted:
Yesterday at 10:20 AM1 day 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
13 hours ago13 hr 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).
2 hours ago2 hr Author there are 9 bytes before image data and 7 bytes after and the image is duplicated hmmmmmthe data after looks like palette data
2 hours ago2 hr Author what is this? similar unknown strings were found in the PSD fiesfound some interesting data after the image datayup ender
1 hour ago1 hr 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.
1 hour ago1 hr 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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