Exient XGS Engine: *.XGT (TEXTURES)

Textures, recreate headers, conversions, algorithms and parsing of image files
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Exient XGS Engine: *.XGT (TEXTURES)

Post by LolHacksRule »

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.

A sample is here: https://drive.google.com/open?id=1Fw0ZH ... AJ4d4CZtc7
Last edited by LolHacksRule on Mon Apr 06, 2020 4:19 pm, edited 5 times in total.
Acewell
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Joined: Fri Aug 08, 2014 1:06 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by Acewell »

Image
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. :)
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by LolHacksRule »

Thanks for that!

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.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by Acewell »

here are my findings about the 32 bytes before image data so you don't have to guess :)

Code: Select all

4bytes - magic (XGST)
2bytes - data offset
2bytes - header size
1byte - num mips
1byte - flag1
1byte - flag2
1byte - flag3
4bytes - format
2bytes - width
2bytes - height
2bytes - width2
2bytes - height2
4bytes - zero
4bytes - data size

i should be able to make a Noesis python script to open the dxt samples but others must use PVRTexTool.
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by LolHacksRule »

Acewell wrote:here are my findings about the 32 bytes before image data so you don't have to guess :)

Code: Select all

4bytes - magic (XGST)
2bytes - data offset
2bytes - header size
1byte - num mips
1byte - flag1
1byte - flag2
1byte - flag3
4bytes - format
2bytes - width
2bytes - height
2bytes - width2
2bytes - height2
4bytes - zero
4bytes - data size

i should be able to make a Noesis python script to open the dxt samples but others must use PVRTexTool.


Are the others meaning plain .xgt? Meanwhile, the colors are for some are messed up after typing the right size.
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by Acewell »

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. :)
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by LolHacksRule »

How about these files? I always get the size correct but the image doesn't look correct... http://www.filedropper.com/megaporktextures
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by Acewell »

i already gave you the specs from the dxt sample, you can use TextureFinder on them. :)
512x512 dxt5
Image
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by LolHacksRule »

Acewell wrote:i already gave you the specs from the dxt sample, you can use TextureFinder on them. :)
512x512 dxt5
Image


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?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by Acewell »

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. :)
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: [REQUEST] ANDROID: Angry Birds: Transformers .XGT (TEXTURES)

Post by LolHacksRule »

Did you compile a Noesis script for these files as of now?
Acewell
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Joined: Fri Aug 08, 2014 1:06 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by Acewell »

here is Noesis python script to open the xgt and xgt_dxt textures only. :D
*script updated April 15, 2020*
tex_AngryBirdsTransformers_Android_xgtdxt.zip

supports rgba4444, rgba8888, rgb565, r8a8(?), dxt1, dxt5 and ETC
Last edited by Acewell on Wed Apr 15, 2020 8:32 am, edited 4 times in total.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by LolHacksRule »

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?
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by Acewell »

LolHacksRule wrote:The script works fine except on XGTs using a different RGBA type as the colors are off on them...
you have to upload the problem samples so i can fix script,
i don't play this game and don't know what the colors should look like. :)
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by LolHacksRule »

Oh ok. Here's some that won't open in Noesis and one that doesn't render with correct RGBA values... http://www.filedropper.com/abgo
Acewell
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Joined: Fri Aug 08, 2014 1:06 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by Acewell »

okay i swapped the channels in the rgba8888 format and added rgb565,
the samples that won't open are ETC1 and you should use PVRTexTool. :)
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: ANDROID: (Exient/XGS) Angry Birds: Transformers/GO .XGT (TEXTURES)

Post by LolHacksRule »

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.
LolHacksRule
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Joined: Fri Apr 20, 2018 12:41 am

Re: Exient XGS Engine: *.XGT (TEXTURES)

Post by LolHacksRule »

I tried PVRTexTool but I cannot open ATC compressed files...
Acewell
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Joined: Fri Aug 08, 2014 1:06 am

Re: Exient XGS Engine: *.XGT (TEXTURES)

Post by Acewell »

i updated the Noesis python script to support ETC, you may need to update Noesis too. :D
the compressonator should be able to open atc, post some samples. :)
LolHacksRule
Posts: 865
Joined: Fri Apr 20, 2018 12:41 am

Re: Exient XGS Engine: *.XGT (TEXTURES)

Post by LolHacksRule »

Yeah... DXT on Noesis gives me something red for every DXT texture. Maybe that can help.