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Extracting ETC1 textures from .BCH
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Hello, just a heads-up: This is a cross-post from the Spriter's Resource Ripping Help forum. I'm not doing this to get more views, I just realised later that the problem might be more to do with the models' format and the ripping tools than the textures themselves.

Anyway, I've got character models from Zelda: Tri Force Heroes in .BCH, but the textures end up mostly-transparent when extracted using Ohana3DS. They're actually 100% transparent in some spots, so when I edit them and rebuild the game, they show up with black spots. The transparency seems to be tied to the pixels' brightness; darker areas in the textures are more transparent. Screenshots & stuff are in the link above.

(Edit: On a 2nd look, it seems more like the transparency is tied to saturation.)

Ohana3DS is saying the textures are encoded with ETC1(A4), but my theory is they're actually ETC1, which doesn't support transparency, and Ohana3DS is misreading them. I'm thinking this is the case because there's no need for the textures to have transparency, and some of the models even contain black & white alpha textures for certain parts.

So does anybody have some tips or knowledge that could help me extract these textures properly, perhaps with a hex editor? I may need some actual ETC1-encoded image files to study the structure so that I know WTF to do in the hex editor. Maybe you know of some other games that use ETC1 encoding that I could get some textures from? Thanks for any help...
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