01-11-2015, 09:07 PM
DSDecmp decompresses them correctly, the version you included in the archive is an old version (you should use v5 alpha 2).
I made a new script to decompress and then additionally rename them to have the proper extensions:
Put the files in a subfolder called "monster" then run this. Once it's done the files should all be in a new folder "monster_dec" and with the proper extensions.
As for the actual files, .anm (MonsterAnimation) and .panm (PaletteAnimation) seem to hold no useful data. Those .tex (TextureObject) files have 8bpp graphics though. I'm not sure where the palettes are (despite the name, I'm pretty sure they're not in PaletteAnimation files) but I'm taking a crack at it now.
Ninja'd by Shade, I should've known they can be opened by Tinke Still, hope my post helps decompress them.
I made a new script to decompress and then additionally rename them to have the proper extensions:
Code:
@echo off
DSDecmp -d monster
for /R "monster_dec" %%f in (*.lz) do (
rename "%%f" "%%~nf"
)
Put the files in a subfolder called "monster" then run this. Once it's done the files should all be in a new folder "monster_dec" and with the proper extensions.
As for the actual files, .anm (MonsterAnimation) and .panm (PaletteAnimation) seem to hold no useful data. Those .tex (TextureObject) files have 8bpp graphics though. I'm not sure where the palettes are (despite the name, I'm pretty sure they're not in PaletteAnimation files) but I'm taking a crack at it now.
Ninja'd by Shade, I should've known they can be opened by Tinke Still, hope my post helps decompress them.