PhyreEngine 2D textures (.phyre) (Noesis: 0.6.2/QBMS: 0.5.1 - abandoned)

Textures, recreate headers, conversions, algorithms and parsing of image files
Rainx
Posts: 21
Joined: Sat Feb 24, 2018 7:24 am

Re: PhyreEngine 2D textures (.phyre)

Post by Rainx »

TheUkrainianBard wrote:Strange, it worked for me and there was no regression for my PS4 samples.

Ok. It's my fault. Sorry.
But how did you get dxt5 image without vertical flip?
I can extract only uncompressed dds (4mb).
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre)

Post by TheUkrainianBard »

With help of an extremely useful Raw texture previewer/converter by id-daemon.
Noesis should show width, height, format and starting offset in Export window.
wren44
Posts: 4
Joined: Fri Jul 27, 2018 10:44 am

Re: PhyreEngine 2D textures (.phyre)

Post by wren44 »

TheUkrainianBard wrote:Strange, it worked for me and there was no regression for my PS4 samples.

Update: I've fixed regressions, first post updated.


thank you for this update, just about everything opens now, apart from character, monster and weapons images, i guess because there models are with them too, and in the bg/parts folder for parts.GCM.phyre doesn't work either, i believe that also has 3d models too, anyways thank you with the work you have done for Dragon Quest Builders.
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre)

Post by TheUkrainianBard »

Preview of a fix for 0.4.2.
Image
It was like this:
Image
Notice a red/cyan shift, almost like Anaglyph 3D.
Title screen example is in attachments.
rubyshoes
Posts: 2
Joined: Tue Aug 28, 2018 3:51 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by rubyshoes »

Hello!

I was hoping somebody could help me export/import textures for PS4 Journey. Attached is what is there in the pkg and when extracted I get a folder with all the individual textures with a .dds.GNM extension and not sure how to use this Noesis extension to open it. I'm not super savvy with this stuff so any help is extremely appreciated!
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by TheUkrainianBard »

Export - yes but import is very unlikely.
Put "tex_PhyreEngine_phyre.py" in "noesis\plugins\python" folder.

You'll have to either add ".phyre" extension by hand to each ".dds.GNM" file or run QuickBMS with "add_phyre_extension.bms".
Then you can view and export them in Noesis.
rubyshoes
Posts: 2
Joined: Tue Aug 28, 2018 3:51 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by rubyshoes »

May I ask what is preventing importing from being possible? I work on Journey with two other guys who are programmers that might actually be able to make sense of it and possibly help. (If this isnt the purpose for your tool at all please feel free to say so. You've already helped a lot)
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by TheUkrainianBard »

I don't know if Noesis can import at all.
You can try to add texture data and change some values in the file you're editing (you can see data offset & size when exporting).
Also textures for PS3 can be swizzled in Morton order (aka Z-order); for PS4 - in Peano's curve, according to Assetto Corsa dev.
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by TheUkrainianBard »

Added a QuickBMS script that's functionally on par with 0.4.2 but can extract BC5/BC7 textures as is (applicable only to DX11/PC).
It's very slow when the texture is Morton order swizzled (applicable only to GCM/PS3) at about 1.5-2 pixels per MHz per second for Core i5.
muyuygfert
Posts: 6
Joined: Sat Sep 22, 2018 1:20 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by muyuygfert »

I used the QuickBMS script 0.4.2 to extract .dds file from .phyre.
But when I reimported the .dds file back to .phyre,it just failed.
Could you please tell me how to import .dds back to .phyre?Thanks!
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (0.4.2)

Post by TheUkrainianBard »

You'll have to do it by hand. At least for now.
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (QBMS: 0.5/Noesis: 0.4.3)

Post by TheUkrainianBard »

Some bugs I've found while making 0.5:
Noesis messes up non-power-of-two width GNF images. Seems like a small mistake, otherwise it would've broken the untiling spectacularly.
Also: doesn't support DX10 DDS with dxgiFormat = 115 (which is b4g4r4a4_unorm); no grayscale/luma raw decode.
Scarlet eats the end of data. I have an idea why.
Only id-daemon's Raw texture previewer/converter doesn't break. But still, no swizzling options in CLI.
muyuygfert
Posts: 6
Joined: Sat Sep 22, 2018 1:20 pm

Re: PhyreEngine 2D textures (.phyre) (QBMS: 0.5/Noesis: 0.4.3)

Post by muyuygfert »

Thanks for the update.Very great work!
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (0.5)

Post by TheUkrainianBard »

Bypassed broken GNF image untiling/unswizzling in Noesis. This allows DXTn export from PS4 PhyreEngine assets (previously it was possible to export only RGBA8).
You can use it too, usage is the same as imageFromMortonOrder. And it's about 20-50 times faster than my QuickBMS script.

Code: Select all

from inc_ps4untiling import *

imageFromPeanoOrder(input_array, width, height, bytes_per_block)
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by TheUkrainianBard »

Noesis script is now 0.5.2
No major changes, just rewrites and cleanups here and there.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by eaZy »

Is there any chance to add NVN (Nintendo Switch) platform support?
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by TheUkrainianBard »

If I could get samples from Switch - then pretty likely.

Actually, this is a good opportunity to say that I've been working on the next big thing: models.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by eaZy »

Here is some samples from Nintendo Switch
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by TheUkrainianBard »

Please try this.

UPD (2019/04/14): removed the attachment, see the first post instead.
Last edited by TheUkrainianBard on Sun Apr 14, 2019 12:26 pm, edited 1 time in total.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.5.2/QBMS: 0.5.1)

Post by eaZy »

It seems to work fine on all other files. Many thanks for your hard work!