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Tropical Freeze Textures: the TXTR format. RTB and Parax pretty much figured it out.
#1
Tongue 
(Repost from the Request board in case I'm in the wrong place...)

Semi-urgent. LOL sorry. XP

I would like someone to help me research the TXTR format found in DKC Tropical Freeze's PAK files. I got em out of the PAK's (Geez, there are a METRIC CRAP TON of these things), and into HxD. Now I gotta convert these bastards into DDS or PNG.

So far, the models, UV's and material names are cracked. But I wish to upload TF's skinned / textured models onto the Resource.

The problem is that there seems to be absolutely nothing to guide me in my search for converted files: No offsets, no file names, no references to ANYTHING AT ALL, no CMPR unlike Returns, absolutely sweet piss all. I would like to ask someone who has experience in this stuff help me out, and if it's cracked, make the converter app. (I can't code this crap is why haha!) But on my end I'd keep looking through the files in hex editors and report to the volunteer(s) with findings. I would ask Parax (the original PakTool and etc. author), but he's busy and pretty much told me to look myself. But I'm finding diddly squat.

TXTR file samples available to send and test on.

Thanks!

Link to samples: https://www.mediafire.com/?h5abugu70587w07
MaterialArchive.arc with methods (?): http://www.mediafire.com/download/8n1jj5...rchive.arc
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#2
Could you upload a couple to take a look at?

For future reference, uploading sample files is pretty much always a good idea, so it's usually just easier to do it straight away instead of waiting for people to ask Wink
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#3
(12-12-2015, 10:05 PM)puggsoy Wrote: Could you upload a couple to take a look at?

For future reference, uploading sample files is pretty much always a good idea, so it's usually just easier to do it straight away instead of waiting for people to ask Wink

Sure! Do I send them to you, or just here in the thread in general?

https://www.mediafire.com/?h5abugu70587w07
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#4
Just here in the thread is fine, like you did. Not sure on the format though, some kind of compression I bet. Seems to share some traits with the CMDL format though, like the HEAD chunk.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#5
Interesting... That's more than most people know right there. There are 3 model formats which happen to all be based on CMDL: CMDL itself, SMDL and WMDL, which have material names. The issue it not being able to find anything at all in TXTR's offsets. If there were at least a way to link them back to the model they go on,, but even then....
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#6
Time for more findings. Double post.

I looked inside a ARC file in the TF WUD called "MaterialArchive". It seems to contain method names for dealing with textures and materials. I don't know if this file actually would help decoding the TXTR files, but it may, I'm just not certain. The file is ~24MB large and references a lot of stuff like normal maps, texture coordinates and something called "UC" at the beginning of each name.

I've uploaded MaterialArchive.arc so people can poke inside it and make of it what they will.

https://www.mediafire.com/?8n1jj5poffao4xg
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#7
From reading the Tropical Freeze page that was provided, I read that the data may be compressed with a LZSS compression, and that the metadata is contained in the file. I don't know if I have anything or not. I'll report back with my findings if I do find more info Smile
[Image: qhiF9yv.png]

EDIT: Do you see that 0x13E6? That's the blob of data's compressed size, and then the file size at the top is the uncompressed size, I believe
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#8
(12-14-2015, 08:02 PM)ThatTrueStruggle Wrote: From reading the Tropical Freeze page that was provided, I read that the data may be compressed with a LZSS compression, and that the metadata is contained in the file. I don't know if I have anything or not. I'll report back with my findings if I do find more info Smile
[Image: qhiF9yv.png]

EDIT: Do you see that 0x13E6? That's the blob of data's compressed size, and then the file size at the top is the uncompressed size, I believe

Whether you find something or not, I want to say thanks from the bottom of my heart for the effort.

TGE, DSX8 (for putting up with my obsession) and you are freaking awesome. I love all 3 of you (no homo XD)

Amazing.
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#9
It's using a custom type of LZSS compression, which the info can be found here: www.metroid2002.com/retromodding/wiki/LZSS_Compression

Trying to decompress it Smile
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#10
(12-14-2015, 08:34 PM)ThatTrueStruggle Wrote: It's using a custom type of LZSS compression, which the info can be found here: www.metroid2002.com/retromodding/wiki/LZSS_Compression

Trying to decompress it Smile


Best of luck, my friend.

I also looked at a GFXL file I found in UIPak.pak. Images seemed to be in a compressed TGA format.
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#11
Okay. Finding time, thanks to Struggle's research.

So, the TXTR files, as it turns out after being decompressed, are basically modified GTX files. The data, according to TTS, is there, minus the headers and some file info.

Now all that's gotta be figured out how to feed these things to TexConv2. They get spit out as binary files from TGE model converter app.

I am including a decompressed TXTR file in this post.

All we need now is to make them usable and we're pretty much set. I Zipped it in case.
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#12
Sounds like a job for me, then (since I already did the same for BFRES, Smash4 and W101/Bayo2). I'll take a look tomorrow.
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#13
https://www.dropbox.com/s/hl5pkuwpoec84d...e.exe?dl=0
It's a little app I wrote using TGE's decompressor code. Just extract the GPU section from a TXTR file and use this program to decompress it.
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#14
(12-19-2015, 12:44 AM)Random Talking Bush Wrote: Sounds like a job for me, then (since I already did the same for BFRES, Smash4 and W101/Bayo2). I'll take a look tomorrow.

ThatTrueStruggle Wrote:https://www.dropbox.com/s/hl5pkuwpoec84d...e.exe?dl=0
It's a little app I wrote using TGE's decompressor code. Just extract the GPU section from a TXTR file and use this program to decompress it

Great~ Big Grin Thanks, guys. I really do appreciate it.

EDIT: Um, Struggle? Your link appears to be broken. So thanks to Demonslayerx8, I attached it here.


Oh! One more thing.

I want dibs on uploading ALL character, enemy and boss models to TMR once the textures are cracked. ^^
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

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#15
any updates RTB? <:v
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