Users browsing this thread: 2 Guest(s)
Help with World of Final Fantasy TEX files (PC version) [Editing with PNG uploads]
#1
Hello everyone!

Recently, World of Final Fantasy has come out on Steam (previously, it was on PS4 and PS Vita). Now that we have a better version of the game, I would like to extract al the 2D data (HUD, fonts...), but first I need to unpack some files of the game that are on TEX format.

I opened those archives with HxD Hex editor, and in the first line, it says ".xet", so it seems that they are not simple .tex files, and I've tried with TileGGD, Noesis and a few scripts for QuickBMS in order to open or unpack them, without luck. I don't think they are encrypted, but I don't really know, so I need your help with those files and see if we can extract something from them.

There are a lot of .tex files inside the game folders, so I've uploaded the font files first. Here they are:
font.rar (MEGA)

UPDATE:
Here are the rest of the TEX files (there are folders with some other files, just ignore them, because they are just game data, nothing related with textures or 2D data, I guess):
WoFF TEX Files


I think that all the 2D textures are in the same format, so if we can find a way to unpack this font files, maybe we can open all the tex files regarding the HUD.

Please, I need your help!

UPDATE 2:
I've uploaded here the Font folder with all the files converted to PNG. I will update the main post with the links too:
WoFF Font files PNG

I will update the main post with the links for the HUD, Menu, and Minigame files and folders, but I'll need more time to convert and upload them. Sorry for the delay.

UPDATE 3:
Here you can download the HUD files converted into PNG:
WoFF HUD files PNG
Reply
Thanked by:
#2
So basically all of these appear to have a chunk of compressed data at 0x90, which the file very kindly points out is ZLIB compression, and even gives the sizes for. This can easily be extracted into raw data with this QuickBMS script:

Code:
# World of Final Fantasy .tex
#
# Written by puggsoy
# script for QuickBMS http://quickbms.aluigi.org

endian big
idstring "\x00xet"

goto 0x80
idstring "BILZ"
get SIZE long
get ZSIZE long
get DUMMY long
get NAME basename
string NAME += ".dec"
savepos OFFSET

comtype zlib
clog NAME OFFSET ZSIZE SIZE

Now the file this extracts is also pretty simple, it looks like it's just 8bpp stuff. Main problem is the lack of a palette. That being said, this is probably because the font can be any colour the game needs and so the pixel values are just the "brightness". In this case the best way to extract is then probably white or black against a transparent background.

It's quite late and I'm pretty tired now but I'll try come up with something tomorrow, if nobody else does first.
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
Reply
Thanked by: Oscar92player
#3
(11-23-2017, 07:51 AM)puggsoy Wrote: So basically all of these appear to have a chunk of compressed data at 0x90, which the file very kindly points out is ZLIB compression, and even gives the sizes for. This can easily be extracted into raw data with this QuickBMS script:

Code:
# World of Final Fantasy .tex
#
# Written by puggsoy
# script for QuickBMS http://quickbms.aluigi.org

endian big
idstring "\x00xet"

goto 0x80
idstring "BILZ"
get SIZE long
get ZSIZE long
get DUMMY long
get NAME basename
string NAME += ".dec"
savepos OFFSET

comtype zlib
clog NAME OFFSET ZSIZE SIZE

Now the file this extracts is also pretty simple, it looks like it's just 8bpp stuff. Main problem is the lack of a palette. That being said, this is probably because the font can be any colour the game needs and so the pixel values are just the "brightness". In this case the best way to extract is then probably white or black against a transparent background.

It's quite late and I'm pretty tired now but I'll try come up with something tomorrow, if nobody else does first.

Here I've opened one of the files after extracting it with QuickBMS and your script (the one named "font_large_0"), and after a few attempts, I've found this:
[Image: Tile_GGD_Attempt_001.png]

This is one of the fonts, and it is very large, but I don't know if it is the real size or maybe I need to setup more things inside the TileGGD in order to have a better look of the texture.

By the way, I'm going to upload here more TEX files related to HUD, and maybe we can see if they need to be unpacked in a different way, or with the same script (there are about 3000 files with .tex format, so I need time to upload them, or at least, the most important ones).

UPDATE:

I tried with one of the TEX files regarding the rest of the HUD, and it seems that every image (fonts, backgrounds, etc) needs different settings inside TileGGD in order to show them correctly. This one is from a file called "ch001_01", that I'm going to upload with all the TEX files later:
[Image: Tile_GGD_Attempt_002.png]

Also, this one is huge, and I think it works it's a 64bit image, so I cannot see it completely in TileGGVery Sad
[Image: Tile_GGD_Attempt_003.png]

I think we are very close to unpack them all. We just need to do it in a batch process, unpacking the .tex files, and converting the resulting .dec files into PNG.

UPDATE:
Here are the rest of the TEX files (there are folders with some other files, just ignore them, because they are just game data, nothing related with textures or 2D data, I guess):
WoFF TEX Files
Reply
Thanked by:
#4
I'm working on revising my Vita script to work with the PC version's files, should be ready within a day or two.
Reply
Thanked by: Oscar92player
#5
(11-23-2017, 11:56 AM)Random Talking Bush Wrote: I'm working on revising my Vita script to work with the PC version's files, should be ready within a day or two.

So, the Vita version uses almost the same files to run the game? That's an interesting fact.

However, I think the PC port is from the PS4 version, because the specs to run this game are very high, and you can't change settings like the textures quality, or the or 3D model size. The only configuration you can do with this game is change the main resolution (between 1080p or 720p), shadow quality, and put post-processing ON/OFF.

The game will run with the same PS4 graphics and models even if you turn OFF all the configurations, and that is a problem for low-end computers (like mine), because the game will run in slowmotion.  Defeated
Reply
Thanked by:
#6
(11-23-2017, 12:17 PM)Oscar92player Wrote: So, the Vita version uses almost the same files to run the game? That's an interesting fact.

However, I think the PC port is from the PS4 version, because the specs to run this game are very high, and you can't change settings like the textures quality, or the or 3D model size. The only configuration you can do with this game is change the main resolution (between 1080p or 720p), shadow quality, and put post-processing ON/OFF.

The game will run with the same PS4 graphics and models even if you turn OFF all the configurations, and that is a problem for low-end computers (like mine), because the game will run in slowmotion.  Defeated
Yep, pretty much. Only had to do minor changes to things to make it work with the PC version. That, and treat the textures as DDS instead of GXT.

Speaking of, the script's finished! Just decompress the files with either my QuickBMS script or the one puggsoy wrote up above and then run the TEX-to-DDS script on the resulting TEX files, and you should get something usable out of them.
Reply
#7
(11-23-2017, 09:23 PM)Random Talking Bush Wrote:
(11-23-2017, 12:17 PM)Oscar92player Wrote: So, the Vita version uses almost the same files to run the game? That's an interesting fact.

However, I think the PC port is from the PS4 version, because the specs to run this game are very high, and you can't change settings like the textures quality, or the or 3D model size. The only configuration you can do with this game is change the main resolution (between 1080p or 720p), shadow quality, and put post-processing ON/OFF.

The game will run with the same PS4 graphics and models even if you turn OFF all the configurations, and that is a problem for low-end computers (like mine), because the game will run in slowmotion.  Defeated
Yep, pretty much. Only had to do minor changes to things to make it work with the PC version. That, and treat the textures as DDS instead of GXT.

Speaking of, the script's finished! Just decompress the files with either my QuickBMS script or the one puggsoy wrote up above and then run the TEX-to-DDS script on the resulting TEX files, and you should get something usable out of them.

Thanks! Now I can unpack all the TEX files.

I will need some time until I can unpack all the ones I've uploaded here (there are about 3000 files), and those are only 2D data from HUD and menus (the textures for maps, characters, enemies, objetcs... are in TEX files, too).

Then, I will upload the DDS files and converted PNGs here.

UPDATE:
Sorry for the delay uploading the files. It is taking too much time due to the number of files inside every folder, and I need to make sure I can convert all of them to DDS and PNG.

UPDATE 2:
I've uploaded here the Font folder with all the files converted to PNG. I will update the main post with the links too:
WoFF Font files PNG

I will need more time to convert and upload the HUD, Menu, and Minigame files and folders. Sorry for the delay.

UPDATE 3:
Here you can download the HUD files converted into PNG:
WoFF HUD files PNG
Reply
Thanked by: squall789, quadar


Forum Jump: