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.RTT Render To Texture

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DJ Normality, posted Sat Dec 14, 2019 11:21 am (52571)


Decided to take a look at the .RTT files within Twisted Metal 2012. Saw a pattern I recognized and sure enough i was right.
Image
By replacing the header with a DXT5 header I was able to get a .dds file to open in Photoshop.
Image
This is the black paint job I was looking for. Along with the original spots/decals.
For anyone who is researching .RTT just find the correct size or assumed size and create photoshop documents of the following.
64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096
These will be the headers to the texture files for the assumed sizes.
https://drive.google.com/file/d/1aJ5v6F ... sp=sharing

NOTE some textures can be 512x1024 or 2048x1024. You will have to make the size document to your assumed texture and trail and error until you come across the right one. You can usually tell by the size of the .dds preview.
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Acewell, posted Sun Dec 15, 2019 12:06 am (52581)


upload some *.rtt samples for testing please. :D
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Acewell, posted Sun Dec 15, 2019 6:56 am (52590)


here is Noesis python script to open your rtt samples. :D

all of the samples had identical headers so there wasn't anything to compare to,
so i would not expect the script to work with every rtt sample in the game.
i would need more diverse samples (sizes/formats) to make the script more accurate. :)

tex_TwistedMetal2012_rtt.zip

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DJ Normality, posted Sun Dec 15, 2019 8:11 am (52591)


Man thanks! That's awesome. Defiantly going to save time with that. You seem to know graphic formats pretty good. How are you with model data ? And it seems to be all there is in the game were them sizes.
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