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Cars PS2 .pst


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I've been extracting models from the Cars games such as Cars 1, Mater-National, and Race-O-Rama

 

I have scripts for converting the models from the GameCube, Wii, PS2, PS3, and Xbox 360 versions

For textures, the Xbox 360 and PS3 has them as dds images so they're easy to deal with and I found a Python script for the GameCube and Wii versions to convert them to tex0, then I can convert to png.

 

That leaves the PS2 version and the pst texture files. I've looked all over the internet and can't find any information. I sent all of Lightning McQueen's textures from Mater-National if anyone can give pointers

mcq.zip

Edited by BillyBnMOfficial
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Have you tried any of the raw image viewers here? 

 

Just spelunking around "mcq_body_l.pst", we see the palette starts at 0x0008 (see 32-bit palette entries with 80h for alpha, which is the maximum value for PS2, and note that black is often the first color in many palettes):

image.png.bdfc42257b2b27f568314c519e9a7b80.png

The 8bpp pixels start at 0x041C:

image.png.e8aa4b7dec9c26b38270b9ac1deb4497.png

Now let's put the two together, plus 8x2 tiled palette swizzling:

image.png.b40a1acff43e2ed3383564da0bb4f400.png

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I've written a Noesis script to make things easier for you
tex_CarsPST.py

Put the script in <NoesisDirectory>\plugins\python
Some of the PST textures you sent has a mip levels more than one but due to how Noesis works I decided to only handle the highest one (Or probably I just don't know a proper way to do it anyway they were ordered from low to high).
Also I assume every PST textures is palettized 8-bit image?

Edited by BloodRaynare
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