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

Textures, recreate headers, conversions, algorithms and parsing of image files
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 »

That's good.
I'd appreciate if you could share some more files.
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 »

You need original, unconverted files?
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 »

".phyre" ones.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

Here is some *dds.phyre files. And some other files with *.phyre extension for future work. All from Final Fantasy X on Nintendo Switch.

And one more question which I can't understand. Does noesis can import edited textures in *.phyre format?
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by TheUkrainianBard »

Thank you for the files.
Sadly, as far as I know, Noesis cannot reimport in a simple way.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

I guess, QuickBMS can do it? Will the script be updated to 0.6.0 verdion?
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by TheUkrainianBard »

That's a very, very tall order, especially with swizzling or tiling in play.
I'm sorry, but I can't help you here.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

Sadly, but thanks for your work anyway!
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by TheUkrainianBard »

Switch unswizzling function needs some tuning to handle non-power-of-2 cases.
Reuploaded the Noesis script in the first post.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

Hello again. Here is some more *.phyre files from Final Fantasy X on Nintendo Switch, that Noesis script can't export and show an error.
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by TheUkrainianBard »

Here's a possible fix.
Replace the archived file in noesis\plugins\python with this.
Please test and report.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

Thanks! Batch process now runs great for a lot of files. But some errors was at unswizzle script. It's small files. Here is samples
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by TheUkrainianBard »

Let's try this again.
eaZy
Posts: 13
Joined: Sat Apr 13, 2019 9:25 am

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by eaZy »

Perfect! Batch process with over 8000 input files ends without any errors. Many thanks again!
uyjulian
Posts: 11
Joined: Thu Jun 06, 2019 11:28 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6/QBMS: 0.5.1)

Post by uyjulian »

PhyreEngine cluster format is pretty bloated.
Last edited by uyjulian on Mon Jul 01, 2019 2:09 am, edited 1 time in total.
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6.1/QBMS: 0.5.1)

Post by TheUkrainianBard »

Noesis script is now 0.6.1
Big thanks to eaZy
Switch unswizzling might still break if height is non-power-of-2 and less than 128 pixels/blocks
Because I don't know if block_height must be power-of-2 or not

And if so, should it be the next or previous power-of-2 vs what the script is calculating for block_height
Example: calculating gets 14 for block_height, should it be 8 (prev power-of-2) or 16 (next power-of-2) etc

Thanks, uyjulian. That dump is interesting, it might help me with (currently not published) model script.
asdzx34
Posts: 24
Joined: Sun Jun 23, 2019 3:37 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6.1/QBMS: 0.5.1)

Post by asdzx34 »

[(CH01_01.dae.phyre file)
This model extraction program
Does anyone know how to extract Inna?]
TheUkrainianBard
Posts: 121
Joined: Sun May 01, 2016 10:06 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6.1/QBMS: 0.5.1)

Post by TheUkrainianBard »

Could you attach the file?
uyjulian
Posts: 11
Joined: Thu Jun 06, 2019 11:28 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6.1/QBMS: 0.5.1)

Post by uyjulian »

asdzx34 wrote:[(CH01_01.dae.phyre file)
This model extraction program
Does anyone know how to extract Inna?]

The model extraction plugin by the OP isn't released yet.
However, still post the file and your contact information and I may be able to help you.
asdzx34
Posts: 24
Joined: Sun Jun 23, 2019 3:37 pm

Re: PhyreEngine 2D textures (.phyre) (Noesis: 0.6.1/QBMS: 0.5.1)

Post by asdzx34 »

TheUkrainianBard wrote:Could you attach the file?


https://www.dropbox.com/s/hwsf309dpjjna ... e.zip?dl=0
I attached the file.
Last edited by asdzx34 on Fri Jul 05, 2019 2:53 am, edited 1 time in total.