(Xbox 360/PS3) Tekken 6 Textures
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- Posts: 706
- Joined: Fri Aug 08, 2014 1:06 am
Re: (Xbox 360) Tekken 6 textures (.ntx)
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
edit
and here is those other samples that wouldn't open with the current Noesis script
edit2
i updated the Noesis script to open all of the valid textures extracted from your samples in this thread
viewtopic.php?p=16241#p16241
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
edit
and here is those other samples that wouldn't open with the current Noesis script
edit2
i updated the Noesis script to open all of the valid textures extracted from your samples in this thread
viewtopic.php?p=16241#p16241
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- Joined: Sat Jul 23, 2016 12:55 pm
Re: (Xbox 360) Tekken 6 textures (.ntx)
Hey! Thanks, I'm back again after encountering another problem (I think):
Looks like an alpha problem.
Looks like an alpha problem.
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- Joined: Fri Aug 08, 2014 1:06 am
Re: (Xbox 360) Tekken 6 textures (.ntx)
okay i updated the Noesis python script to support dxt3 textures now
viewtopic.php?p=16241#p16241
viewtopic.php?p=16241#p16241
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Re: (Xbox 360/PS3) Tekken 6 Textures
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
It's an archive rather than an individual texture file like the .ntx
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Re: (Xbox 360/PS3) Tekken 6 Textures
use this bms script to split the ntp archive first
then use this bms script to convert the extracted tex files to dds
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
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Re: (Xbox 360/PS3) Tekken 6 Textures
Awesome!
I'm trying to extract .tex files from a .ntp of a different .bin file.
It produces this error:
Also those .tex files than do export, seem to broken. Opening them in Texturefinder shows how it would look correctly.
In texturefinder:
Sorry for the large pictures
I'm trying to extract .tex files from a .ntp of a different .bin file.
It produces this error:
Also those .tex files than do export, seem to broken. Opening them in Texturefinder shows how it would look correctly.
In texturefinder:
Sorry for the large pictures
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- Posts: 706
- Joined: Fri Aug 08, 2014 1:06 am
Re: (Xbox 360/PS3) Tekken 6 Textures
here you go, one bms script to extract and convert all textures from both your PS3 samples
i'm thinking about doing the same for the X360 files too just for kicks
edit
i updated the bms and Noesis python scripts here for better accuracy with the 360 samples
viewtopic.php?p=16241#p16241
i'm thinking about doing the same for the X360 files too just for kicks
edit
i updated the bms and Noesis python scripts here for better accuracy with the 360 samples
viewtopic.php?p=16241#p16241
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- Posts: 40
- Joined: Sat Jul 23, 2016 12:55 pm
Re: (Xbox 360/PS3) Tekken 6 Textures
Thanks so much for your help!
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- Joined: Sat Jul 23, 2016 12:55 pm
Re: (Xbox 360/PS3) Tekken 6 Textures
I just had another discovery. There's some .dat files that either contain models, textures or both in one.
Here's a sample. (I'm pretty sure it's purely textures in the .dat file)
Here's a sample. (I'm pretty sure it's purely textures in the .dat file)
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- Joined: Fri Aug 08, 2014 1:06 am
Re: (Xbox 360/PS3) Tekken 6 Textures
okay this modified bms script only works with your dat sample
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Re: (Xbox 360/PS3) Tekken 6 Textures
I found some new .dat files that contain .ntx (from xbox 360 sample/s).
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Re: (Xbox 360/PS3) Tekken 6 Textures
this bms script will work on most of your new samples
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.
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.
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Re: (Xbox 360/PS3) Tekken 6 Textures
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!
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- Joined: Sat Jul 23, 2016 12:55 pm
Re: (Xbox 360/PS3) Tekken 6 Textures
I have another sample (from the PS3 ver. this time , since it wasn't with the x360 files)
Last edited by egab on Thu Sep 28, 2017 4:02 pm, edited 1 time in total.
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Re: (Xbox 360/PS3) Tekken 6 Textures
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
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Re: (Xbox 360/PS3) Tekken 6 Textures
Thanks!
I have another PS3 sample attached.
I have another PS3 sample attached.
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Re: (Xbox 360/PS3) Tekken 6 Textures
egab wrote:I have another PS3 sample attached.
the "Tekken6_PS3_ntp3todds_new.bms" script i attached before already works with that sample.
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Re: (Xbox 360/PS3) Tekken 6 Textures
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
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