[Xbox 360] Call of Duty 4 .hi format

Textures, recreate headers, conversions, algorithms and parsing of image files
Gazyi
Posts: 13
Joined: Wed Jul 01, 2015 8:15 pm

[Xbox 360] Call of Duty 4 .hi format

Post by Gazyi »

TextureFinder didn't help, any ways to convert into .iwi or .dds?
Attached .hi from Xbox version, .iwi and .dds from PC version.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Acewell »

the *.hi are easy to decode but they are headerless and so there is no precise way to script it, the only factor to work from is datasize. :(
do you see any other extracted files that look like they contain header info? :)
Gazyi
Posts: 13
Joined: Wed Jul 01, 2015 8:15 pm

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Gazyi »

Probably not, I looked at most files, each starts with different hex codes.

Any other tips?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Acewell »

nope, no tips. format, width and height is a guessing game without header info. :(
the data is just typical big-endian and tiled for X360 though.
Gazyi
Posts: 13
Joined: Wed Jul 01, 2015 8:15 pm

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Gazyi »

I think width and height are same as in PC - 2048x1024. Don't know about format, maybe it's still DXT.
How to deal with tiling and convert it from big-endian to little-endian?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Acewell »

this is the best i can do with these headerless textures,
it is a Noesis python script where you have to set the format width and height yourself :)
tex_CallofDuty4_X360_hi.zip

it is not automated, you have to edit and resave by hand on each time you test.
Gazyi
Posts: 13
Joined: Wed Jul 01, 2015 8:15 pm

Re: [Xbox 360] Call of Duty 4 .hi format

Post by Gazyi »

It works. Thank you.