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ts2_textures

TimeSpliters 2 Textures

PS2 *.raw

Basic palette and bitmap format.

bool flip = false;
int magic = GT.ReadInt32(fs, 4, flip);
int unknown = GT.ReadInt32(fs, 4, flip);
width = GT.ReadInt32(fs, 4, flip);
height = GT.ReadInt32(fs, 4, flip);
long apal = fs.Position;
long atex = 0x410;
int HALFX = width / 2;
int HALFY = height / 2;
int TLONG = width * height + 1372;
int XY = width * height;
 
// Color Palette = RGBA8888
fs.Position = apal;
Color[] palette = new Color[256];
for (int p = 0; p < 256; p++) {
	byte r = GT.ReadByte(fs);
	byte g = GT.ReadByte(fs);
	byte b = GT.ReadByte(fs);
	byte a = GT.ReadByte(fs); // Max is 127, is it alpha?
	//a = 255;
 
	//Console.WriteLine(r + " " + g + " " + b + " " + a);
	palette[p] = Color.FromArgb(a*2, r, g, b);
}
 
fs.Position = atex;
bitmap = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
for (int y = 0; y < height; y++) {
	for (int x = 0; x < width; x++) {
		byte pix = GT.ReadByte(fs);
		bitmap.SetPixel(x, y, palette[pix]);
	}
}

GameCube *.gct

CMPR (basically DXT1 but reordered).

bool flip = true;
int magic = GT.ReadInt32(fs, 4, flip);
int stuff = GT.ReadInt32(fs, 4, flip);
width = GT.ReadInt32(fs, 4, flip);
height = GT.ReadInt32(fs, 4, flip);
int unknown = GT.ReadInt32(fs, 4, flip);
int format = GT.ReadInt32(fs, 4, flip);
fs.Position = 0x20; //Only for Gamecube
 
Color[][] blocks = DXT.ReadCMPR(fs, flip, width, height);
 
bitmap = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
 
int bi = 0;
for (int y = 0; y < height / 4; y++) {
	for (int x = 0; x < width / 4; x++) {
		for (int i = 0; i < 16; i++) {
			int row = i / 4;
			int col = i - (row * 4);
			bitmap.SetPixel(x * 4 + col, y * 4 + row, blocks[bi][i]);
		}
		bi++;
	}
}

Xbox *.xbt

Uses a mixture of DXT1, DXT3 and Morton Order bitmap.

bool flip = false;
fs.Position = 0;
int magic = GT.ReadInt32(fs, 4, flip);
int stuff = GT.ReadInt32(fs, 4, flip);
width = GT.ReadInt32(fs, 4, flip);
height = GT.ReadInt32(fs, 4, flip);
//int unknown = GT.ReadInt32(fs, 4, flip);
fs.Position = 0x14;
int format = GT.ReadInt32(fs, 4, flip);
fs.Position = 0x80; //Only for Xbox
 
Color[][] blocks = null;
 
if (format == 0)
	blocks = DXT.ReadDXT1(fs, flip, width, height);
else if (format == 1)
	blocks = DXT.ReadDXT3(fs, flip, width, height);
else if (format == 2) {
	//Morton Order
	blocks = new Color[height][];
	for (int y = 0; y < height; y++) {
		blocks[y] = new Color[width];
		for (int x = 0; x < width; x++) {
			int idx = DXT.Morton2D(y, x);
			if ((idx * 4 + 4) > fs.Length - 0x80)
				idx = 0;
			fs.Position = 128 + idx * 4;
			blocks[y][x] = Color.FromArgb(GT.ReadInt32(fs, 4, flip));
		}
	}
} else if (format == 3)
	Console.WriteLine();
else
	throw new Exception();
 
bitmap = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
 
if (blocks.Length == height) {
	//RGB Style
	for (int y = 0; y < height; y++) {
		for (int x = 0; x < width; x++) {
			bitmap.SetPixel(x, y, blocks[y][x]);
		}
	}
} else {
	//DXT Style
	int bi = 0;
	for (int y = 0; y < height / 4; y++) {
		for (int x = 0; x < width / 4; x++) {
			for (int i = 0; i < 16; i++) {
				int row = i / 4;
				int col = i - (row * 4);
				bitmap.SetPixel(x * 4 + col, y * 4 + row, blocks[bi][i]);
			}
			bi++;
		}
	}
}
ts2_textures.txt ยท Last modified: 2016/10/20 04:50 by jas2o

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