Frostpunk (*.textures) DDS MipMaps

Textures, recreate headers, conversions, algorithms and parsing of image files
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Frostpunk (*.textures) DDS MipMaps

Post by Delutto »

Well, textures is not my field... but using the informations on MerlinSVK script for This War Of Mine game(same developer), I was able to create a DDS texture from .texture file, but the MipMaps doesn't looks right... I think...
Can someone, who knowns about DDS files, tell me if this DDS MipMaps are right or not?
bld_door_000_alb.texture.7z
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Frostpunk (*.textures) DDS MipMaps

Post by Acewell »

the mipmaps in your dds file are in the wrong order.
when i use Merlin's "TEXTURE to DDS converter" script on your .texture sample
i get a dds file with a broken header, but the mipmaps are in the correct order.
i could try to fix the script or just make a Noesis python script to fix the issue. :)
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Re: Frostpunk (*.textures) DDS MipMaps

Post by Delutto »

Acewell wrote:the mipmaps in your dds file are in the wrong order.
when i use Merlin's "TEXTURE to DDS converter" script on your .texture sample
i get a dds file with a broken header, but the mipmaps are in the correct order.
i could try to fix the script or just make a Noesis python script to fix the issue. :)
Hmm... it was proposital, folowing the note in line 57 of the script (# writing mipmaps in reversed order)...
I'll change my code to write the MipMaps in normal order and make some ingame tests...
Many thanks Acewell!
Now, I really need help with the *.binfont files, I can't figure out the file structure even with MerlinSVK script...
binfont_samples.7z
akintos
Posts: 88
Joined: Tue May 08, 2018 7:48 pm

Re: Frostpunk (*.textures) DDS MipMaps

Post by akintos »

Japanese friend made some progress.

Check this repo: https://github.com/atoring/frostpunk_mod

His binfont decode script works, but generates broken texture like this(https://imgur.com/a/P6JiWJB)

The binfont encode script also works but antialias is not working ingame.
Delutto
Posts: 561
Joined: Tue Oct 13, 2015 1:26 pm

Re: Frostpunk (*.textures) DDS MipMaps

Post by Delutto »

akintos wrote:Japanese friend made some progress.
Check this repo: https://github.com/atoring/frostpunk_mod
Thanks. I'll check this out.
akintos wrote:His binfont decode script works, but generates broken texture like this(https://imgur.com/a/P6JiWJB)
Hmm... some *.texture files have these strange images too.