Hi There,
Does anyone know of a tool that can extract *.tex files from *.txd archives? Specifically from the Mortal Kombat Myhologies / Special Forces games.
I have attached a file from each game if someone wants to take a crack al it
Thanks
-TMK
PSX Mortal Kombat Myhologies / Special Forces nested .tex files
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
It's a messy format.
While attract.txd has some sort of information with filenames in it, WTRGOD.TXD only has the initial 8 bytes header and then directly the raw data.
The good thing is that the images seem visible and uncompressed, the other users will be able to help you better.
While attract.txd has some sort of information with filenames in it, WTRGOD.TXD only has the initial 8 bytes header and then directly the raw data.
The good thing is that the images seem visible and uncompressed, the other users will be able to help you better.
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
Great thanks for your Analysis.
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
Can anyone help me further with this? I recently got my hands on a prototype of an old MK game that was changed heavily when it was released and I want to look for some deleted content in the texture files.
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
This is an unfinished version. The two formats are basically the same, but one thing in common is that the palette ID data is not specified, or some special method is used. If anyone is interested, it can be modified based on my script. I currently use an exhaustive method to generate images by traversing all the palettes, so the image is a multiple of the number of palettes.
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
Great, thanks for your help. 1 step closer!
I am hoping (fingers crossed) someone can generate a quick bms script for conversion that would be amazing.
Thanks again!
I am hoping (fingers crossed) someone can generate a quick bms script for conversion that would be amazing.
Thanks again!
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
Allen wrote:This is an unfinished version. The two formats are basically the same, but one thing in common is that the palette ID data is not specified, or some special method is used. If anyone is interested, it can be modified based on my script. I currently use an exhaustive method to generate images by traversing all the palettes, so the image is a multiple of the number of palettes.
tex_MK_PSX_txd.zip
I added these two .py scripts to Noesis, they show up in the software and report successful extraction but no files dumped out? Any tips? Do these scripts dump the .text files to .txd or dump straight to .tga format?
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
It needs to be explained that these two files should not be stored in the plug-in directory at the same time, which will make the files of one party cannot be read correctly. If you need to extract, select the file right-click menu and select Export.
They have no identifiable signs, only need put the plugin is you want to view.
They have no identifiable signs, only need put the plugin is you want to view.
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- Posts: 12
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Re: PSX Mortal Kombat Myhologies / Special Forces nested .tex files
Allen wrote:It needs to be explained that these two files should not be stored in the plug-in directory at the same time, which will make the files of one party cannot be read correctly. If you need to extract, select the file right-click menu and select Export.
They have no identifiable signs, only need put the plugin is you want to view.
Great, thanks! I will give that a shot