[PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Textures, recreate headers, conversions, algorithms and parsing of image files
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

[PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by makc_ar »

Image

Can somebody make a script or tool expory/import for these files?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [PS3] Star Wars: The Clone Wars – Republic Heroes (*.tex)

Post by Acewell »

for the PS3 sample i just modified my PC version Noesis python script. :D

*see this post for the all-in-one script*
viewtopic.php?p=56498#p56498

i may eventually combine the two scripts for convenience. :)
Last edited by Acewell on Thu May 07, 2020 3:00 am, edited 1 time in total.
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by makc_ar »

Thanks! PSP hard format? Here XBOX .tex

Acewell wrote:i may eventually combine the two scripts for convenience. :)
How about three?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by Acewell »

combined PC, PS3, X360 and PSP into same script for convenience. :D
*script updated May 6, 2020*
tex_StarWarsTheCloneWarsRepublicHeroes_PS3_X360_PC_PSP_tex.zip
Last edited by Acewell on Thu May 07, 2020 2:57 am, edited 3 times in total.
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by episoder »

well. format x36 seems to be dxt5. i found this green stuff with lightmaps in the alpha. dunno about the psp stuff. i'm unfamiliar with this platform.

edit:

Code: Select all

   bs = NoeBitStream(data)
   bs.seek(0x04)
   imgWidth = bs.readUShort()
   imgHeight = bs.readUShort()
   bs.seek(0x10)
   imgFmt = bs.readByte()
   bs.seek(0x20)

   if imgFmt == 0x00:
      data = bs.readBytes(imgWidth*imgHeight*4)
      data = rapi.imageUntwiddlePSP(data, imgWidth, imgHeight, 32)
      texFmt = noesis.NOESISTEX_RGBA32

   texList.append(NoeTexture(rapi.getInputName(), imgWidth, imgHeight, data, texFmt))
   return 1
may the 4th be with you. :D

respond the 666th you shall not until revenge of the 5th. :mrgreen:
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by Acewell »

awesome thanks, now i can complete the scripts. :D
i was set with ATI2 because i thought 0x36 was meant
to be blue normal maps but i was wrong. :oops:
i will update the all-in-one script above.

the key for getting type 0x0 to untwiddle correctly was the 32 you used
there, i never seen that done before so now i know for future samples. :)

here is the Noesis python script for the PSP samples. :D
*see this post for the all-in-one script*
viewtopic.php?p=56498#p56498
Last edited by Acewell on Thu May 07, 2020 2:59 am, edited 1 time in total.
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by episoder »

you coulda just tried dxt5. it's the same block size as ati2. and i didn't how the untwiddle works. i just looked up the readme and figured the bits should be 32 since it was obviously rgba. all good. :D
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by Acewell »

i combined the PSP platform into the all-in-one script here:
viewtopic.php?p=56498#p56498
now PC, PSP, X360 and PS3 are supported in there.
:D

i would like to see more PS3 samples some time though just to
make sure there are no format changes since i only saw the one. :)

oh also the PSP magic is a common one among texture files and
may create conflict with other scripts looking for the same magic,
so you may have to move this script out of plugins folder if that happens. :(
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: [PSP] Star Wars: The Clone Wars – Republic Heroes .tex

Post by makc_ar »

Wow! Thanks a lot!