Onimusha 3: Demon Siege .oim (header OIM3)

Textures, recreate headers, conversions, algorithms and parsing of image files
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by episoder »

well now... those samples are all text bitmaps. a translation project? anyway...

that was some fun. they should probably be glued together but i extracted as they were stored, so... deal with it. and lucky for you i checked irfan raw. this pro logic is a weird double texture thing. :)

v2: stupid me. i checked the other files. forgot that the 8-bit palette is always shuffled. ps2 thing. should look better now. :D
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by makc_ar »

Thanks a lot episoder
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by episoder »

makc_ar wrote:Thanks a lot episoder


np. i can try to output palette tgas too. may be easier to edit and reimport (reshuffle script included). ps2. :)
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by makc_ar »

You know where the text files?
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by episoder »

makc_ar wrote:You know where the text files?


no. i can't find text in there. i suspect some are images compressed using the IPU. macroblock pictures. i have no idea howto decode those. i know for sure what adpcm looks like. a bunch of those are audio sample files. for giggles you can open 0000001e.dat with mfaudio and play it back with 1 channel. :D
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by makc_ar »

I found the text, for example area000.ldt\00000006.dat. How to edit?

Image
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by episoder »

okay. i have no idea how you wanna edit this. neither do i know how this works. i don't even have an editor that can display this. i can do graphics. my language is ascii compatible. this multi token language thing is your problem. sorry. :|
makc_ar
Posts: 1193
Joined: Sun Aug 17, 2014 7:27 pm

Re: Onimusha 3: Demon Siege .oim (header OIM3)

Post by makc_ar »

episoder wrote:np. i can try to output palette tgas too. may be easier to edit and reimport (reshuffle script included). ps2. :)

I using a texconv https://github.com/Microsoft/DirectXTex to convert textures. Need reimport tga2oim.bms