fifa 16 android texture kit
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fifa 16 android texture kit
Someone help me for script bms extrak file rx3 (chunlzma) on fifa 16 ultimate team
Unpack repack
https://mega.nz/#!O5pVhZAR!eb9cshAqj1l0 ... Xsnh4fbPe8
Unpack repack
https://mega.nz/#!O5pVhZAR!eb9cshAqj1l0 ... Xsnh4fbPe8
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Re: fifa 16 android texture kit
bms script to split rx3 sample
i gave extracted textures a dxt extension, just need to identify the formats then i will update script to add headers.
i don't know about the repack stuff, more samples would be good too.
Code: Select all
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm
idstring "RX3l"
get UNK long
get ARC_SIZE long
get FILES long
for i = 0 < FILES
get TYPE long
get OFFSET long
get SIZE long
get ZERO long
get NAME basename
string NAME + _
string NAME + OFFSET
if TYPE == 0x7a0b60da
string NAME + .dxt
else
string NAME + .dat
endif
log NAME OFFSET SIZE
next i
i gave extracted textures a dxt extension, just need to identify the formats then i will update script to add headers.
i don't know about the repack stuff, more samples would be good too.
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Re: fifa 16 android texture kit
Waw tanks, this rx3 on file but i am l open with hex portable .is file "chunlzma"
This https://mega.nz/#!e4YD3YrJ!i5CG6iG2rvp1 ... PXPAqmR0hc
This https://mega.nz/#!e4YD3YrJ!i5CG6iG2rvp1 ... PXPAqmR0hc
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Re: fifa 16 android texture kit
Script 0.2.3 for chunklzma:
http://aluigi.org/bms/chunklzx.bms
http://aluigi.org/bms/chunklzx.bms
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Re: fifa 16 android texture kit
With repack ?
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Re: fifa 16 android texture kit
No reimporting with that script.
Maybe the decompressed files work without the need of recompressing them with the chunklzma format. Try it.
Maybe the decompressed files work without the need of recompressing them with the chunklzma format. Try it.
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Re: fifa 16 android texture kit
Please script this bro
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- Joined: Wed Sep 06, 2017 12:37 pm
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Re: fifa 16 android texture kit
@daffa17
Don't post random useless links about files not related to the topic
Don't post random useless links about files not related to the topic
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Re: fifa 16 android texture kit
Ok sorry i am post new post
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Re: fifa 16 android texture kit
No, you already did it!
In fact I have seen your 2nd topic in Graphics and I deleted the one you opened yesterday.
In fact I have seen your 2nd topic in Graphics and I deleted the one you opened yesterday.
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Re: fifa 16 android texture kit
Ok brother ,deleted
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Re: fifa 16 android texture kit
You can compress and re-pack .rx3 to chunlzma with this:
compress and re-pack to chunklzx with this:
Code: Select all
# chunlzma re-pack / compress script
# script for QuickBMS http://quickbms.aluigi.org
comtype lzma_compress
endian big
math CHUNK_SIZE = 0x28800
get SIZE asize
math T = 0
math H = 0
math CHUNKCNT = SIZE
math CHUNKCNT /= CHUNK_SIZE
math CHUNKCNT += 1
get NAME filename
log NAME 0 0
# Put header info to memory_file
log MEMORY_FILE4 0 0
put chunlzma string MEMORY_FILE4
putvarchr MEMORY_FILE4 8 2 long
putvarchr MEMORY_FILE4 12 SIZE long
putvarchr MEMORY_FILE4 16 CHUNK_SIZE long
putvarchr MEMORY_FILE4 20 CHUNKCNT long
putvarchr MEMORY_FILE4 24 16 long
putvarchr MEMORY_FILE4 28 0 long
putvarchr MEMORY_FILE4 32 0 long
putvarchr MEMORY_FILE4 36 0 long
for OFFSET = 0 != SIZE
math TMP = SIZE
math TMP - OFFSET
if TMP < CHUNK_SIZE
math CHUNK_SIZE = TMP
endif
clog MEMORY_FILE OFFSET CHUNK_SIZE CHUNK_SIZE
get CHUNK_ZSIZE asize MEMORY_FILE
# math number of nulls in end of chunk putting CHUNK_ZSISE to right column in the file.
math N = 0x10
math T = CHUNK_ZSIZE
math T %= 0x10
if T == 8
math N = 0
elif T > 8
math N += 8
math N -= T
else
math N -= 8
math N -= T
endif
putvarchr MEMORY_FILE2 0 CHUNK_ZSIZE long
putvarchr MEMORY_FILE2 4 5 long
putvarchr MEMORY_FILE3 N 0
append
if H = 0
log NAME 0 40 MEMORY_FILE4
endif
log NAME 0 8 MEMORY_FILE2
log NAME 0 CHUNK_ZSIZE MEMORY_FILE
log NAME 0 N MEMORY_FILE3
append
math H += 1
next OFFSET + CHUNK_SIZE
compress and re-pack to chunklzx with this:
Code: Select all
# chunklzx re-pack / compress script
# script for QuickBMS http://quickbms.aluigi.org
comtype xmemlzx_compress
endian big
math CHUNK_SIZE = 0x40000
get SIZE asize
math T = 0
math H = 0
math CHUNKCNT = SIZE
math CHUNKCNT /= CHUNK_SIZE
math CHUNKCNT += 1
get NAME filename
log NAME 0 0
# Put header info to memory_file
log MEMORY_FILE4 0 0
put chunklzx string MEMORY_FILE4
putvarchr MEMORY_FILE4 8 2 long
putvarchr MEMORY_FILE4 12 SIZE long
putvarchr MEMORY_FILE4 16 CHUNK_SIZE long
putvarchr MEMORY_FILE4 20 CHUNKCNT long
putvarchr MEMORY_FILE4 24 16 long
putvarchr MEMORY_FILE4 28 0 long
putvarchr MEMORY_FILE4 32 0 long
putvarchr MEMORY_FILE4 36 0 long
for OFFSET = 0 != SIZE
math TMP = SIZE
math TMP - OFFSET
if TMP < CHUNK_SIZE
math CHUNK_SIZE = TMP
endif
clog MEMORY_FILE OFFSET CHUNK_SIZE CHUNK_SIZE
get CHUNK_ZSIZE asize MEMORY_FILE
# math number of nulls in end of chunk putting CHUNK_ZSISE to right column in the file.
math N = 0x10
math T = CHUNK_ZSIZE
math T %= 0x10
if T == 8
math N = 0
elif T > 8
math N += 8
math N -= T
else
math N -= 8
math N -= T
endif
putvarchr MEMORY_FILE2 0 CHUNK_ZSIZE long
putvarchr MEMORY_FILE2 4 3 long
putvarchr MEMORY_FILE3 N 0
append
if H = 0
log NAME 0 40 MEMORY_FILE4
endif
log NAME 0 8 MEMORY_FILE2
log NAME 0 CHUNK_ZSIZE MEMORY_FILE
log NAME 0 N MEMORY_FILE3
append
math H += 1
next OFFSET + CHUNK_SIZE
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Re: fifa 16 android texture kit
Tanks and open texture chunlzma ?
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Re: fifa 16 android texture kit
How many Mip-Maps does a .PVR have in the Fifa14 Android in your kits? I believe that the problem may be this. It is very difficult to recompose the .PVR textures with all the required characteristics equal to the original file. Surely there should only be a single smaller base for the mip-map. Creating through PVRtexTool is a headache, as it always generates 10 of mipmaps
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Re: fifa 16 android texture kit
Como obtengo el contenido con un script de ese archivo .rx3. use chunklzx pero solo me deja un archivo mas pequeño