Converted successfully. Thanks!
Custom Texture Tool PS v52.5
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06-22-2024, 01:27 AM
Hello, Bighead! First of all I'd like to thank you for your great work!
So, me and some friends have been trying to translate a phyre engine game for Switch, Dragon Quest Builders. And, of course, the phyre texture wrapper handling tools simply won't work work with the Switch version. I was wondering if Custom Texture Tool can handle the Switch format, or if you know of any tool that can, I'd love to know! Thanks in advance, and any help is much appreciated!
I think it depends on what version the phyre images are. For example, the textures in CS1 and CS2 were very slightly different, and CS3/CS4 were different yet. It also depends on how they are packaged, like if they are stored in PKG files there are several different types of compression. SenPatcher by AdmiralCurtiss might be a good tool to try. He wrote a small tool to handle PKG files that supports a few compression formats. I plan on eventually implementing it into CTT-PS and replacing the requirements for PKG Sharp by Sewer56, Python, and the scripts by CeruleanSky since it is just a stand-alone executable and has no external requirements. It's just a matter of finding the time to do so. As for actually converting them to PNG and back to phyre, if it's a new/tweaked phyre format it probably wouldn't be too difficult to reverse as long as it's somewhat similar to the known phyre images.
06-22-2024, 10:41 PM
hi bighead hope you're doing good.so recently i installed a mod for inazuma eleven strikers after i enabled texture patch i launched the game everything was good until after the title screen the game crashed i tried changing some graphic settings as well as other stuff but nothing seemed to work i asked the other members of the staff but even they said they didnt know what the problem was
06-22-2024, 10:50 PM
(This post was last modified: 06-23-2024, 12:35 AM by eviltrainer.)
(06-22-2024, 04:49 PM)Bighead Wrote: I think it depends on what version the phyre images are. For example, the textures in CS1 and CS2 were very slightly different, and CS3/CS4 were different yet. It also depends on how they are packaged, like if they are stored in PKG files there are several different types of compression. SenPatcher by AdmiralCurtiss might be a good tool to try. He wrote a small tool to handle PKG files that supports a few compression formats. I plan on eventually implementing it into CTT-PS and replacing the requirements for PKG Sharp by Sewer56, Python, and the scripts by CeruleanSky since it is just a stand-alone executable and has no external requirements. It's just a matter of finding the time to do so. As for actually converting them to PNG and back to phyre, if it's a new/tweaked phyre format it probably wouldn't be too difficult to reverse as long as it's somewhat similar to the known phyre images. It's from the Dragon Quest Builders game for the Switch. The phyre textures are compressed in a nxarc container, and it seems no tool available online can handle the Switch version of the phyre texture so we can convert them to DDS. I'll take a look at SenPatcher, thanks for the tip! Also, I'm sending you a phyre texture sample of the game, so you can take a look at it if you want and whenever you have some spare time! Thanks again for taking your time to reply! 06-23-2024, 01:32 AM
(06-22-2024, 10:41 PM)RTTmini Wrote: hi bighead hope you're doing good.so recently i installed a mod for inazuma eleven strikers after i enabled texture patch i launched the game everything was good until after the title screen the game crashed i tried changing some graphic settings as well as other stuff but nothing seemed to work i asked the other members of the staff but even they said they didnt know what the problem was actually i tried to verify the integrity and it said its in a bad dump im pretty sure thats whats causing the game to crash but im not sure because it only occurs when i enable the texture patch for the mod to work and when i disable it the game works just fine but idk i think the bad dump is the issue here thats stopping me from getting any further and the thing is idk how to fix a bad dump 06-23-2024, 01:46 AM
(06-23-2024, 01:32 AM)RTTmini Wrote: actually i tried to verify the integrity and it said its in a bad dump im pretty sure thats whats causing the game to crash but im not sure because it only occurs when i enable the texture patch for the mod to work and when i disable it the game works just fine but idk i think the bad dump is the issue here thats stopping me from getting any further and the thing is idk how to fix a bad dump Your dump has been modded in some way. Dump the game again using CleanRip, and don't modify the game afterwards (except for joining the two files into one). 06-23-2024, 02:37 AM
06-24-2024, 11:50 AM
(06-22-2024, 10:50 PM)eviltrainer Wrote: It's from the Dragon Quest Builders game for the Switch. The phyre textures are compressed in a nxarc container, and it seems no tool available online can handle the Switch version of the phyre texture so we can convert them to DDS. From a glance they appear to be pretty similar to other phyre texture formats, I haven't compared them to any others yet. The example you sent does help, but I would need at least one example for every format the engine can handle. The one you sent is ARGB8. I'm sure there are more texture formats so if you can find them all, at least one of each, I'll take a deeper look when I can. One way to figure out the formats is to open the images in a hex editor and look for PTexture2D. Following that will be the format. Spoiler: If I had to guess, try to find as many as you can that match below: Compressed formats: DXT1 DXT3 DXT5 BC6 (maybe it supports HDR images?) BC7 (modern phyre engines will most likely use this over DXT1-5) Uncompressed formats: ARGB8 RGBA8 L8 A8 LA8 There may be other formats I'm unaware of, but those are all I've ever seen used looking at textures from Cold Steel games and FFX / FFX-2 remaster. 06-24-2024, 02:52 PM
(06-24-2024, 11:50 AM)Bighead Wrote: From a glance they appear to be pretty similar to other phyre texture formats, I haven't compared them to any others yet. The example you sent does help, but I would need at least one example for every format the engine can handle. The one you sent is ARGB8. I'm sure there are more texture formats so if you can find them all, at least one of each, I'll take a deeper look when I can.That tip for HxD is awesome! I'll use that a lot from now on! I'll try and send you a few more samples later with the compression formats you requested! |
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