Wolfenstein: The New Order (*.bimage)

Textures, recreate headers, conversions, algorithms and parsing of image files
Doctor Loboto
Posts: 376
Joined: Sun May 31, 2015 2:23 am

Wolfenstein: The New Order (*.bimage)

Post by Doctor Loboto »

Well, a model converter exists, but without textures, there's not much one can do with the models! So can anyone come up with a properr was to convert these to maybe dds, png, etc? Here's a pair of sample files. Let's see what can be done? Maybe a noesis script or a bms?

https://www.dropbox.com/s/kt0blkhv2zqkyb6/deathshead.zip?dl=0
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Wolfenstein: The New Order (*.bimage)

Post by Acewell »

here is Noesis python script to open your 2 samples :)
tex_WolfensteinTheNewOrder_bimage.zip

supports dxt1
more samples are needed to extend support