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Regarding PCD2DDS #9
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Tool should now support texture type 0x15 (32bpp) and export as targa (tga). Files have header stripped so I couldn't test reimporting but it should work fine. As for PS3, I may look at it later. |
Thanks for the quick support, however I have some compiling errors atm Could you possibly compile a new build ? |
Should be solved on most recent commit. |
I was able to compile it without any issue, however I don't think the PCD2DDS has a proper detection for PS3 textures Was I supposed to construct the proper header (section) for PCD2DDS to recognize? |
Tool must be built with #PS3 defined. |
I tried removing 0 on PCD.H, adding 1 and also removing !if PS3 block and endif just to build PS3 tool, both result in the same compiling error http://i.imgur.com/WP9975M.png Could you give me some insight ? |
I didn't test PS3 building, looks like I made two small typos, should work now. |
I was able to compile your new build after typo fix, however the detection for PS3's section magic Here's what my friend says. What do you think? |
DRM files and their sections must be extracted with DRM.EXE. SECT header is a customised header added by the DRM tool only when REPACK_MODE is defined. I can make a small change to the tool to allow both variants (with/without section header) to work with PCD2DDS/WAVE2WAV. I didn't see any need to do this to minimise complexity. The WAVE2WAV/PCD2DDS tools were written purely to allow users to import new textures/sound files into DRM files. SECT header is actually the DRM section header, it's required to allow propper repacking since the DRM section header contains unique reference ids which cannot be reconstructed without updating every other section (and most of the other section formats are unknown) |
I have no idea why extracted files are missing SECT header that your DRM tool was supposed to generate http://i.imgur.com/2OwPsOA.png I ensured REPACK_MODE was defined (1) on DRM.h |
Can you upload a DRM file sample? Cheers. |
http://www.mediafire.com/file/i0g6av55y0wokpw/PC.rar I attached both of them :) |
Bug is caused by refactoring, should work now (tested) |
Good job, now all my extracted files do have SECT header written in BE, however there are some texture format that doesn't seem supported, I was able to extract most of them except for a few, http://www.mediafire.com/file/rhhp4lwh68lujid/tex.rar I included both working and non-working ones, those dds files sized 0 byte are the ones that don't work. EDIT Looks like the tool is not supporting BPP_32 for PS3, so it fails to detect 0x85 from the header |
The files do indeed like 32bpp however the image data does not make sense. There's a chance these images are swizzled, only way to tell is finding the PC matching textures. |
Yeah it's morton + argb32, somebody wrote a py script for noesis that works with it |
PCD.h only for TR7? #define SECTION_MAGIC (0x54434553) Need support for pcd9 (TRU) EDIT: |
Hi there, first of all, thanks to your contribution to the scene, I really appreciate it!
however I came across to this issue that doesn't seem to find any references.
for some reason, your pcd2dds tool doesn't seem to convert ps3/pc's textures from Underworld [TR8]
Though I've seen your post about success with g_healthpack.drm, it doesn't seem to convert font textures for me.
I took some screenshots that may help you understand my issue.
http://i.imgur.com/RcAJ7fd.png
http://i.imgur.com/144zuFJ.png
I made sure to use the right executable from the release [04/05/2017] archive for each platform. Do you have any clue about this?
I also attached the files I was working on.
http://www.mediafire.com/file/yv9034urc0zykgd/font.7z
Thankd in advance!
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