After extraction of the .pak files in the ABT APK as well as the OBB and its pak files from the XPK2 script, on update v1.36.8, I got a lot of .xgt files and they appear to be in game texture files. I was hoping someone could help me open and view the textures. The heading is XGST. Any advice on doing this or how its done? If so thanks . Some end with _pvr, _atc, _dxt and _etc.
seems a simple header, this one was just rgba8888 but need more samples of each variety, but i have a feeling PVRTexTool will be better for the mobile compressed types.
Here are more samples https://drive.google.com/drive/folders/ ... sp=sharing. These include files in the OBB. Getting the SDK, it apparently works with the RAW data wrapping but I always have to type the right size... any way to find out the size without about 50 guesses? I figured out in the wrap raw data function in PVRTexTool, if the offset becomes 32, it is often correct and correctly renders the xgt as an image.
LolHacksRule wrote:Are the others meaning plain .xgt?
i mean any samples that don't have pvr, etc or atc in the filename, but now i'm starting to think you don't need all format types because they might all just be the same image any way and dxt would be all you need.
Acewell wrote:i already gave you the specs from the dxt sample, you can use TextureFinder on them. 512x512 dxt5
It looked like that on my end, before I asked for help, I didn't expect it to look like that but like a plain texture, any way to make it look like it would properly appear in-game, also is that from the PVR SDK or another project?
i don't know what you mean by plain texture and i know nothing about this game maybe the game uses shaders to enhance the look? ,and TextureFinder is just a program and has nothing to do with the PVR SDK.
Thanks so much! The script works fine except on XGTs using a different RGBA type as the colors are off on them... Any advice on making a custom XGT? Like would I have to use PVRTexTool to create a compressed texture and copy its bytes to an XGT for each type?
Ok thanks. I created a custom RGBA8888 XGT, via using PVRTexTool and copying the data bytes to overlap the original data, all I need is to fix its MIPs and other flags, I used a new image, with the settings the game would know, loaded the image I want to the surface and saved it, then copied the raw image to the original XGT's raw image data.
i updated the Noesis python script to support ETC, you may need to update Noesis too. the compressonator should be able to open atc, post some samples.