Burnout Paradise (Xbox 360) format?

Textures, recreate headers, conversions, algorithms and parsing of image files
burninrubber0
Posts: 4
Joined: Mon Jan 04, 2016 5:04 am

Burnout Paradise (Xbox 360) format?

Post by burninrubber0 »

Hey, I'm trying to port models (or at least skins) from the 360 version of the game to PC. PC/PS3 use DXT1 and DXT5 format, but 360 doesn't seem to. Think they're also headerless, which doesn't help.

Attached are PC and 360 files. Unpack with offzip.

Thanks.

Edit: Attached PS3 file because it doesn't have the extra files PC has. The skin (largest file inside) is my primary concern, other stuff can wait.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Burnout Paradise (Xbox 360) format?

Post by Acewell »

here is a Noesis python script to open the 5 largest dat files extracted from your X360 sample :D
tex_BurnoutParadise_X360_dat.zip


the textures extracted from all of your platform samples are dxt, the X360 textures are just
byte swapped and tiled for the Xbox 360.

since the dat files are headerless there is no type checking done with the script
so you will have to move any other "dat" python import scripts out of that folder temporarily
burninrubber0
Posts: 4
Joined: Mon Jan 04, 2016 5:04 am

Re: Burnout Paradise (Xbox 360) format?

Post by burninrubber0 »

Thanks Acewell, it works great! Really appreciate it! :D