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Crimson Skies: High Road to Revenge [.tga]

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RevolverOcelo, posted Wed Nov 25, 2020 5:09 am (60580)


textures.dat gleams a lot of info on how textures are set up

Code:
//
// Textures.dat
//
// Use to specify texture format.
//
// Valid formats:
//
//   [none]  -- don't compress
//   dxt1   -- use dxt1 compression (opaque and one bit alpha)
//   dxt2   -- (don't use -- same as dxt3)
//   dxt3   -- use dxt3 compression (explicit alpha)
//   dxt4   -- (don't use -- same as dxt5)
//   dxt5   -- use dxt5 compression (interpolated alpha)
//
// If a file is specified here without a compression format, then 565 will be used if
// the texture does not have an alpha channel, or 8888 if it does.
//
// If a file is not specified here, then dtx1 will be used if the texture does not have
// an alpha channel, or dxt5 if it does.
//
// Note: Dxt1/dxt5 is now automatically determined if not explicitly specified in this
// file. If the texture has over 90% black or white in alpha channel, then dxt1 is
// used.
//
// Wildcards are supported.
//

//Planes
BanditoPF~n.tga=dxt5
bipe_PF~n.tga=dxt5
Brigand_RedSkulls_PF~n.tga=dxt5
CajunSeaplanePF~n.tga=dxt5
copPlane_PF~n.tga=dxt5
desertfox_PF~n.tga=dxt5
devastator~n.tga=dxt5
DopplegangerPF~n.tga=dxt5
GangsterPF~n.tga=dxt5
PiranhaPF~n.tga=dxt5

pf_bandito_mp_*.tga=dxt5
pf_biplane_mp_*.tga=dxt5
pf_brigand_mp_*.tga=dxt5
pf_copPlane_mp_*.tga=dxt5
pf_desertfox_mp_*.tga=dxt5
pf_devastator_mp_*.tga=dxt5
pf_doppleganger_mp_*.tga=dxt5
pf_gangster_mp_*.tga=dxt5
pf_minigyro_mp_*.tga=dxt5
pf_piranha_mp_*.tga=dxt5
pf_seaplane_mp_*.tga=dxt5

//Sky
all_sh_skyNight.tga=skybox
all_sh_skyNightbase.tga
AZ_Skymorning.tga=skybox
CA_skyStorm.tga=skybox
CH_Sky_Twilight.tga=skybox
CH_Sky_TwilightBase.tga
CH_SkyNight.tga=skybox
CH_SkyNightBase.tga
MP_Redsky.tga=skybox
MP_RedskyBase.tga
mpl_az_skySunnyDay.tga=skybox
mpl_az_skySunnyDayBase.tga
SH_cloud1.tga=dxt5
sh_Redsky.tga=skybox
sh_RedskyBase.tga
SH_Skystorm.tga=skybox
SH_SkystormBase.tga
SH_StormyDay.tga=skybox
SH_StormyDayBase.tga
CH_Sky_Twilight_End.tga=skybox
CH_Sky_Twilight_EndBase.tga

CH_Sky_Twilight_ui.tga
CH_Moon.tga
CH_MoonGlow.tga

//Terrain
A_SH_Shore2.tga
AZ_dirt_runway.tga=dxt5
AZ_terrain_Boss.tga=dxt5
AZ_terrain_Maria.tga=dxt5
AZ_terrain_Navajo.tga=dxt5
AZ_terrain_Scouting.tga=dxt5
CH_FinalCin.tga
CH_FinalCinBase.tga
mpl_az_terrain.tga=dxt5
SH_ShoreMask1.tga
sh_valcano.tga=dxt5

//Effects
rocketflare.tga
rocketflare_blue.tga
rocketflare_red.tga
strob_red.tga
strobe_blue.tga
strobe_green.tga
strobe_white.tga
strobe_yellow.tga
tracer!0.tga=dxt5
tracer!1.tga=dxt5
tracer!2.tga=dxt5
tracer!3.tga=dxt5
tracer_aagun_flak.tga=dxt5
blast4.tga=dxt5

//HUD
hud_reticule_*.tga

//Signs
CH_sgn_forbidden.tga
CH_sgn_service1.tga
CHn_neonSignsArrow.tga
CHn_neonSigns01.tga
CHn_neonBlue.tga
CHn_neonRed.tga
SH_neonSigns.tga
ch_sgn_riviera.tga

//Miss.
droplets~b.tga
Expedition_Trans.tga=dxt5
SH_Boss_Zep_Logo.tga=dxt5




Attempting to figure out how to get all of these .tga textures to display properly. Do not appear to be actual TGA textures. Included are two examples: one TGA texture that was successfully processed through a Noesis plugin, and another TGA texture that while processed, would fail in said plugin.





Thank you for the assistance.
  • Author
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Acewell, posted Thu Nov 26, 2020 4:54 pm (60635)


script updated here for your sh_Redsky.tga sample:
viewtopic.php?f=9&t=4264&p=23703#p23703
looked like morton order rgba8888
the color channels may need to be swapped,
not sure what the original image looked like.
more of those type samples would be helpful. :)
  • Author
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RevolverOcelo, posted Thu Nov 26, 2020 9:16 pm (60644)


Acewell wrote:
script updated here for your sh_Redsky.tga sample:
viewtopic.php?f=9&t=4264&p=23703#p23703
looked like morton order rgba8888
the color channels may need to be swapped,
not sure what the original image looked like.
more of those type samples would be helpful. :)


Can confirm the texture output here is unfortunately borked. Red and blue color channels need to be swapped, and colors will appear fine then. However, this texture appears to be assembled incorrectly.
Someone else was able to get it working, here's how it's supposed to look:



If you have Discord, please add me so we can talk there...will make this much easier.

Revolver Ocelot#4459
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Acewell, posted Fri Nov 27, 2020 5:28 am (60652)


ok i guess the unswizzling algo needs some adjusting
i'll play around with it to see if i can correct it.
sorry i don't do discord, more samples would be good though. :)
  • Author
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RevolverOcelo, posted Fri Nov 27, 2020 7:53 am (60654)


Alrighty, sounds good!

Here are some more samples.



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RevolverOcelo, posted Fri Nov 27, 2020 9:30 am (60660)


While I'm at it...here's another.

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RevolverOcelo, posted Tue Dec 01, 2020 2:15 pm (60821)


Bump. Any updates?
  • Author
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Acewell, posted Sun Dec 06, 2020 6:21 am (60929)


not yet, also looks like a couple more formats in your new samples.
this is low priority for me since you said someone was already able to
parse these correctly for you.
  • Author
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RevolverOcelo, posted Tue Dec 08, 2020 6:14 am (60975)


He was able to parse that one file. He wasn't able to do the rest, unfortunately.
  • Author
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RevolverOcelo, posted Thu May 13, 2021 9:03 am (63980)


Bump, still need assistance here
  • Author
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RevolverOcelo, posted Sat Jul 24, 2021 11:51 am (65334)


Bump
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