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Full Version: Help with Texture Ripping - Model Ripping Transformers Tatakai
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Hi !

I've had experience swizzling and unswizzling PS2 textures (mapping indicies according to a specific tiling layout used by the PS2) with my own scripts and had success in the past,
I'm trying to rip some textures from another PS2 game,
This game I ripped successfully 4bpp and 8bpp images, and it's indicies are linear in order, no swizzling everytime as far as I've tested.
However,
There's a few of these weird images caliming to be 32bpp in disguise? but are actually 4bpp, one example as follows:
It's header claims it's 64x32 pixels and 32bpp, - there is also a palette with x16 colors.
The headers I believe I'm reading correctly, because I can open 4bpp and 8bpp images no problem.
(4 byte index offset, 2 byte width, 2 byte height, 1 byte bpp, 1 byte data compressed, 2 bytes 256 byte group cumulative count)
I am confident which texture this is in game, because I have the models ripping and the animations importing,
It's a glistening light effect when the Autobot Decepticon Logo Rotates, which is 128x128 pixels and 4bpp.
I was able to rip the BMP image from PCSX2 using TexMod,
64x32x32/8 is the size of the origional binary image data in bytes which = 128x128x4/8. So I think it's most likely just a indicies reordering going on.
I've tried using software such as ConsoleTextureExplorer, TiledGGD, TextureFinder, Tilemolester, but no luck thus far to convert the origional binary data into the correct indicies order.
I'm writing a model and texture opening scripts so it would be nice to have this included for some of the models which use them.
I'll upload both the raw binary index data as a 128x128 BMP file and the correct BMP file.
If anyone is up for it, I'd really appreciate some help please Smile

Here's a link to my work in progress on the models
https://www.deviantart.com/awesomenesspr...1179015226