PIRANHA FX400 Qualifier (1.00)

Posted by defor on June 2nd, 2009

ag001x101_preview.gif

(Click the small previews to download.)

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Building a folder structure around the extracted data…

Posted by defor on February 6th, 2009

While a number of files I’m unsure of name, many have been named or at least been put in what should be the correct path:

 

Want some filenames?

Posted by defor on February 6th, 2009

Parsed these out of some of the xml files, executibles, and by intercepting calls to the PSP filesystem:

 

  • Data/
  • Data/Billboards/2D/Animated/billboard1.vex
  • Data/Billboards/2DVexWindow/Agsystems1
  • Data/Billboards/2DVexWindow/Agsystems1/people.vex
  • Data/Billboards/2DVexWindow/Assegai
  • Data/Billboards/2DVexWindow/Assegai/gold.vex
  • Data/Billboards/2DVexWindow/Assegai/hope.vex
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Extra help on the project?!

Posted by defor on February 6th, 2009

I had meant to post this up 2 months back when it popped into my inbox, but this was a bit of a teaser to me even… Hoping to establish some more communications with the person who sen this over to me (you may need to zoom into it to see it better):

Pulse ship templates

Posted by defor on January 18th, 2009

It has come to my attention that not many people are familiar with exporting texture maps:



Pure to Pulse Conversion

Posted by defor on September 30th, 2008

a little stretching, repositioning, and this is what you get:

VEXX format textures part 2

Posted by defor on September 30th, 2008

After searching every VEXX file using the method illustrated previously, I was unable to find any suitable images for some elements I knew existed, such as the ship skins. Many of the VEXX files contained what appeared to be image data, but it was very scrambled.

It appears that there are 2 distinctly different texture encoding methods used in the game engine.

 

  1. The traditional one outlined previously
  2. A “bricking” method in which the image is broken up into 16×8 pixel chunks which are then mosaiced into the larger image.

 

After realizing the existence of the second encoding, assembly of the images was again possible.

 

Contents of file 6deb6900:


Z:DataShipsAG_SystemsTexturesags_phantom3_shinemap.tga
DataShipsAG_SystemsTexturesags_phantom3_shinemap.tga


Z:DataTexenvtest3.tga
DataTexenvtest3.tga


Z:DataShipsAG_SystemsTexturesags_phantom4_shinemap.tga
DataShipsAG_SystemsTexturesags_phantom4_shinemap.tga


Z:DataShipsAG_SystemsTexturesags_phantom1_shinemap.tga
DataShipsAG_SystemsTexturesags_phantom1_shinemap.tga


Z:DataShipsAG_SystemsTexturesags_phantom2_shinemap.tga
DataShipsAG_SystemsTexturesags_phantom2_shinemap.tga


Z:DataShipsAG_SystemsTexturesags_phantom_lod.tga
DataShipsAG_SystemsTexturesags_phantom_lod.tga

Same palette mode as used in Pulse

Posted by defor on September 29th, 2008

Texture name block

Posted by defor on September 29th, 2008

The texture name data for that last file is as follows, and appears to contain image dimension information (and possibly more):

EARTH.TGA (256x128x8)
7303000030002C005000000000000000
z:datatexearth.tga........... 7A3A5C646174615C7465785C65617274 682E746761000000
00000000000000000001800008052200
0004000080AA00000000000000000000
114C4043FFFFFFFF3790F5772EABC277
000023000000000033ABC27730EEBD15
z:datatexearth.tga........... 7A3A5C646174615C7465785C65617274 682E746761000000

DARTS.TGA (256x256x8)
7303000030002C005000000000000000
Z:DataTexdarts.tga........... 5A3A5C446174615C5465785C64617274 732E746761000000
00000000000000000001000108062201
00040000405501000000000000000000
00008047FFFFFFFF3790F5772EABC277
000023000000000033ABC27730EEBD15
Z:DataTexdarts.tga........... 5A3A5C446174615C5465785C64617274 732E746761000000

Wipeout Pure preliminary VEXX? file format

Posted by defor on September 29th, 2008