(Xbox 360/PS3) Tekken 6 Textures

Textures, recreate headers, conversions, algorithms and parsing of image files
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360) Tekken 6 textures (.ntx)

Post by Acewell »

Your last 3 samples are just 1280x716 dxt5 big-endian textures,
but the the height stored in the file is 720 and this is what is read by the script.
the others that won't open are dxt5 with probably incorrect dimensions too.
Noesis needs the exact amount of data to display the image or it will error.
I could change the script to subtract 4 from the height dimension to correct them,
but this will throw off other textures that already are correct, maybe there is a flag
or it might be best easier to just convert those by hand. :)

here are those 3 textures converted to png
ntx_304_converted.zip




edit
and here is those other samples that wouldn't open with the current Noesis script
ntx_wrongheight_converted.zip




edit2
i updated the Noesis script to open all of the valid textures extracted from your samples in this thread :D
viewtopic.php?p=16241#p16241
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360) Tekken 6 textures (.ntx)

Post by egab »

Hey! Thanks, I'm back again after encountering another problem (I think):

Image

Looks like an alpha problem.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360) Tekken 6 textures (.ntx)

Post by Acewell »

okay i updated the Noesis python script to support dxt3 textures now :D
viewtopic.php?p=16241#p16241
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

There's a different format for the PS3 version it seems, attached a sample below. :)

It's an archive rather than an individual texture file like the .ntx
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

use this bms script to split the ntp archive first

Code: Select all

endian big
idstring "NTP3"
findloc OFFSET binary "\x47\x49\x44\x58"
do
   goto OFFSET
   get DUMMY long
   findloc NEXT_OFFSET binary "\x47\x49\x44\x58" 0 ""
   math OFFSET - 0x40
   goto OFFSET
   get SIZE long
   string NAME p "%08x.tex" OFFSET
   log NAME OFFSET SIZE
   math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""


then use this bms script to convert the extracted tex files to dds

Code: Select all

set MEMORY_FILE binary "\x44\x44\x53\x20\x7C\x00\x00\x00\x07\x10\x0A\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x20\x00\x00\x00\x05\x00\x00\x00\x44\x58\x54\x31\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x08\x10\x40\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endian big
get size long
getdstring null 0xF
get type byte
get width1 byte
get width2 byte
get height1 byte
get height2 byte

if type == 0
   putVarChr MEMORY_FILE 0x57 0x31
elif type == 1
   putVarChr MEMORY_FILE 0x57 0x33
elif type == 2
   putVarChr MEMORY_FILE 0x57 0x35
endif

putVarChr MEMORY_FILE 0x11 width1 byte
putVarChr MEMORY_FILE 0x10 width2 byte
putVarChr MEMORY_FILE 0xD height1 byte
putVarChr MEMORY_FILE 0xC height2 byte
get NAME basename
string NAME + ".dds"
append
math size - 0x50
log MEMORY_FILE 0x50 SIZE
append
endian little
math SIZE + 0x80
log NAME 0 SIZE MEMORY_FILE

:D
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

Awesome! :)

I'm trying to extract .tex files from a .ntp of a different .bin file.

It produces this error: Image

Also those .tex files than do export, seem to broken. Opening them in Texturefinder shows how it would look correctly.
Image

In texturefinder:
Image

Sorry for the large pictures :oops: :lol:
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

here you go, one bms script to extract and convert all textures from both your PS3 samples :D
Tekken6_PS3_ntp2dds.zip


i'm thinking about doing the same for the X360 files too just for kicks :D

edit
i updated the bms and Noesis python scripts here for better accuracy with the 360 samples :D
viewtopic.php?p=16241#p16241
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

Thanks so much for your help! :)
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

I just had another discovery. There's some .dat files that either contain models, textures or both in one. :!:
Here's a sample. :mrgreen: (I'm pretty sure it's purely textures in the .dat file)
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

okay this modified bms script only works with your dat sample :)
Tekken6_PS3_dat2dds.zip
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

I found some new .dat files that contain .ntx (from xbox 360 sample/s).
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

this bms script will work on most of your new samples :D

Code: Select all

endian big
get PRIMARY_FILES long
for i = 0 < PRIMARY_FILES
   get BASE_OFFSET long
   get SIZE1 long
   savepos TMP
   goto BASE_OFFSET
   get SUB_FILES long
   for j = 0 < SUB_FILES
      get REL_OFFSET long
      get SIZE long
      math SIZE - 16
      xmath OFFSET "BASE_OFFSET + REL_OFFSET + 16"
      get NAME basename
      string NAME + _
      string NAME + i
      string NAME + _
      string NAME + j
      string NAME + .xtex
      log NAME OFFSET SIZE
   next j
   goto TMP
next i


but i will need to make a generic extraction script for the others. :)
i also updated the xtex Noesis python script too for a new format id which i think is also argb, the textures were too small to be 100% sure. :?
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

Acewell wrote:-snip-

but i will need to make a generic extraction script for the others. :)
i also updated the xtex Noesis python script too for a new format id which i think is also argb, the textures were too small to be 100% sure. :?


Thanks!
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

I have another sample (from the PS3 ver. this time :lol:, since it wasn't with the x360 files) :D
Last edited by egab on Thu Sep 28, 2017 4:02 pm, edited 1 time in total.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

Acewell wrote:.... i will need to make a generic extraction script for the others.

try this one on the other 360 samples that won't extract with the last bms script i posted :)

Code: Select all

endian big
findloc OFFSET binary "\x4e\x54\x58\x52"
do
    goto OFFSET
    get MAGIC long
    get SKIP short
    get FILES short
    get SKIP longlong
    findloc NEXT_OFFSET binary "\x4e\x54\x58\x52" 0 ""
    for i = 0 < FILES
        savepos OFFSET
        get SIZE long
        get NAME basename
        string NAME + _
        string NAME + OFFSET
        string NAME + .xtex
        log NAME OFFSET SIZE
        math OFFSET + SIZE
        goto OFFSET
    next i   
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""


edit
run this bms script on your new PS3 sample to extract and convert just the textures to dds :)
Tekken6_PS3_ntp3todds_new.zip
egab
Posts: 40
Joined: Sat Jul 23, 2016 12:55 pm

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by egab »

Thanks! :)

I have another PS3 sample attached.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Acewell »

egab wrote:I have another PS3 sample attached.

the "Tekken6_PS3_ntp3todds_new.bms" script i attached before already works with that sample. :)
Mightymable
Posts: 1
Joined: Mon Dec 18, 2017 9:56 am

Re: (Xbox 360/PS3) Tekken 6 Textures

Post by Mightymable »

Sorry for necroing this, but i need help with extracting textures. I follow this guide http://einsteingore.blogspot.com/2012/1 ... ken-6.html.
I got stuff extracted, but what bothers me are missing textures. Like with Julia's default outfit colors, i only got 6(white, black, red, brown, pink and green) out of 10(missing yellow, blue, light blue, orange) of it's different customization colors. Goes the same with all characters missing some of their different outfit colors. I thought i missed something