Brute Force (XBOX 2003) - .tex files format

Textures, recreate headers, conversions, algorithms and parsing of image files
Pepsee
Posts: 17
Joined: Fri Feb 16, 2018 11:26 am

Brute Force (XBOX 2003) - .tex files format

Post by Pepsee »

Hello everyone!

I've been digging through the files of a very underrated yet amazing game called Brute Force for the original Xbox back in the day.
I managed to rip the sounds, but the problem now is obtaining textures for the HUD, characters, effects and even environment.

As I searched, I stumbled upon .tex files that must have the data needed.
I uploaded a sample here. Thanks for reading and I'm looking forward to a solution!

Edit:

Code: Select all

# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

Open FDSE "textures-common.tex" 1

get FOLDER basename
idstring "BXML"
goto 0xc48
for i = 1 to 258
   get HASH long
   get FORMAT byte
   get UNK threebyte
   get MIPS long //??
   get WIDTH long
   get HEIGHT long
   get UNK2 byte
   get OFFSET long
   get SIZE long
   string NAME p "%s\%d_%08x_%d_%d_%x.dxt" FOLDER i HASH WIDTH HEIGHT FORMAT
   log NAME OFFSET SIZE 1
next i


This is a bms script that will help decompile the .tex files found in the .xmb's like this one here.

Now the output is a bunch of .dxt files: https://www.dropbox.com/s/19wwdx8ox9k1j ... n.zip?dl=0

What do I do now? :?