Rhoken wrote: but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...
I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that
OR
you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install
NOTE: to load them you must rename the dds files to dds2 files for the time being
Rhoken wrote: but dds texture seems to be corrupted: in photoshop with dds plugin is all black, with DXTBmp doesn't load anything, DDSViewer crash when i try to load one... or seems they have a obnoxious proprietary "color palette" (like the models)...
I had the same issue, that's why I used Visual Studio, which I already had installed, its probably your viewer doesn't support later versions of dds or something stupid like that
OR
you could use Paint.net download link along with this filetype plugin, follow the instructions in the plugin zip readme to install
NOTE: to load them you must rename the dds files to dds2 files for the time being
z65536 wrote:Why are you converting dds files? This script outputs png files.
probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too
Psychotic Care Bear wrote:probably because in the original posting for the script you said we only needed RawTexCmd.exe, I only got png files when I placed texconv.exe there too
Rawtex page says "It needs microsoft's texconv to work."
Rev3n4nt wrote:I used unpacker script, and got all files out. Models are seems to be *.TPL files(at least static ones). Textures are *.PCT from Xentax forum:
GRiNDERKILLER wrote: About TPL files they have a string S3DRESOURCE means SABER 3D RESOURCE. MESH maybe?... I tried H2O but no luck. Since i still don't know where starts VTBlock and which size has.
GRiNDERKILLER wrote: PCT are only textures. TCIP header means PICTURE. Btw textures are easily convertable by Rawtex. You must just set start offset of raw data + sometimes guess compression. But mostly they are BC7 - RGB/sRGB
I uploaded models, so somebody can compare 2 models(old & new format) and find how to use original QC model format. After updates, all models for weapons and champions are broken UV. The only way now is to find right format for models that can be extracted by QuickBMS. Did somebody tried to find that out? And can be that helpful in someway at all, for comparioson and finding how QC model format works?
for OFFSET = 0 goto OFFSET findloc OFFSET string "FSB5" goto OFFSET getdstring FSB_SIGN 4 # FSOUND_FSB_HEADER_FSB5 (fsb.h) get version long get numsamples long get shdrsize long get namesize long get datasize long xmath SIZE "0x3c + shdrsize + namesize + datasize" log "" OFFSET SIZE next OFFSET + SIZE
Yeah the name "dump FSBs" isn't helpful for finding it on the QuickBMS page, but I didn't know what other keywords to use in the name Keywords are welcome
I extracted all QC archives. Converted all *.pct into images, works well. Since we have *.hkx probably for animation & *.TPL probably model format, does anybody havean idea how to convert models with UV? Because point of extracting archives mainly in models with UV. For textures and models without UV we can use Ninja Ripper as before.
Do you have other new PAK archives? Maybe one very small and one containing audio data.
What I have noticed is that there is no compression and encryption, just like if it's a totally new format, data is readable (text, raw graphics and so on).
Forget what I said in my previous post, I had some time to check this stuff. It's just the same format but obviously with a new seed. Find the seed and it will work
After the new December 20th patch they changed the seed, I don't feel like installing VS and debugging so I had to roll back. I somehow got the sound banks extracted, but they aren't playable because of missing OGG header. How does QC know how to play these?
Regarding TPL files, these are not models. I looked at them thru a hex editor and these are actually material files, some script in ASCII explains the material setup i.e. specularity, anisotropy, etc. And it's too small for a model anyway. My suspicion is that the actual models are contained within TPL_DATA files in some unknown binary format.
As for CDT, same header as TPL but the structure is different, this time no ASCII, just binary gibberish, I still don't know what are these for.
polyzium wrote:Regarding TPL files, these are not models. I looked at them thru a hex editor and these are actually material files, some script in ASCII explains the material setup i.e. specularity, anisotropy, etc. And it's too small for a model anyway. My suspicion is that the actual models are contained within TPL_DATA files in some unknown binary format.
They are part of the model. I checked both of them. TPL contains offsets of vertex block data + vertex count etc. And TPL_DATA contains model data. Still no way how to decompile them. Because TPL is real mess.
Can anyone, please, upload a pak (any) +seed/script that can be used to unpack it? I'd like to mess with the format but would really appreciate some working pair for testing
edit: nvm, initial.pak uploaded here last matches 0x6F01BCCC
however quake_champions.bms on the website doesn't work with it, while one of the scripts posted here in thread does.