Crimson Skies (Original Xbox) bin files

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
IronArthur
Posts: 5
Joined: Tue May 30, 2017 1:44 pm

Crimson Skies (Original Xbox) bin files

Post by IronArthur »

I´m trying to extract the plane models from Crimson skies from the original xbox. Most of the assets are stored in bin files, they seem to be a package of files (tgas and meshes in most of them) because the file names can be read on a hex editor.

They are tgas in the file but are probably encrypted or compressed, because i don't recognize any pattern of a tga file

default_airplane.bin


Any advice?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Crimson Skies (Original Xbox) bin files

Post by aluigi »

http://aluigi.org/bms/crimson_skies.bms

Don't trust the "tga" extension of the extracted files because it looks like the "original" name while the extracted file is a sort of raw image.
IronArthur
Posts: 5
Joined: Tue May 30, 2017 1:44 pm

Re: Crimson Skies (Original Xbox) bin files

Post by IronArthur »

wow, that was fast. Thanks!

I will try to know what format are the meshes and the textures.

Thanks again!
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Crimson Skies (Original Xbox) bin files

Post by Acewell »

here is a Noesis python script to open your tga texture samples :D
*script updated Nov 26, 2020*
tex_CrimsonSkies_Xbox_tga.zip

supports dxt1, dxt5 and morton order rgba8888 and rgb565
Last edited by Acewell on Thu Nov 26, 2020 5:30 pm, edited 4 times in total.
IronArthur
Posts: 5
Joined: Tue May 30, 2017 1:44 pm

Re: Crimson Skies (Original Xbox) bin files

Post by IronArthur »

Acewell wrote:here is a Noesis python script to open your tga texture samples :D
tex_CrimsonSkies_Xbox_tga.zip

type 0xe is xbox swizzled and i tried my best to get those looking right,
fortunately those types look like effect images or something, so they are
not really the important ones. :)


I was able to determine with texturefinder that the tga files where dxt1-dxt3 files but that script is great, i was getting some strange artifacts in the bottom of the images. Thanks!

Right now i´m with hex2obj trying to decode the format of the meshes.

Thanks!
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Crimson Skies (Original Xbox) bin files

Post by Acewell »

first submesh in debris_metal2.x :D
Image
the counts are stored as shorts right before the data begins
IronArthur
Posts: 5
Joined: Tue May 30, 2017 1:44 pm

Re: Crimson Skies (Original Xbox) bin files

Post by IronArthur »

Thanks! i was really lost with the strip and the WordUV options. I will try to investigate to know what they do. I want to import the models into unity or whatever so i need to understand it right.

i´m not sure if the strip is optional, this is the last mesh from Devastator_fusalage.x, left without strip and right with strip
Image
meshPlane.PNG



Edit: i think the uvs are somewhat not-ok :? , when i try to put the texture on the model they are totally wrong. They are not just inverted or something like that, i tried to rotate the texture and move the offsets and tiling values but no luck so far
Image
meshPlane2.PNG

should be like this:
Image