xdanieldzd / gxtconvert Goto Github PK
View Code? Open in Web Editor NEWSomewhat rudimentary PS Vita GXT to PNG converter - UNMAINTAINED
License: Other
Somewhat rudimentary PS Vita GXT to PNG converter - UNMAINTAINED
License: Other
Original files:
bg_street01pic00.zip
got this error
Adding file 'CG001A.gxt'...
Unknown argument '-'.
Parsing files...
File 'CG001A.gxt'...
Exception occured: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection..
sample file: https://drive.google.com/open?id=0BzpSykyqOsMrZUc4V3RkN1dwLWc
This program encountered an error when it's trying to convert.
Here's a sample.
000_00.zip
thanks,I want to know the PNG how to convert to
gxt
Hello, sorry for being a nuisance, but I'm totally new at modding game files, so I'm here to ask for guidance/help to edit .FTX at Muramasa Rebirth, I'm translating to spanish, to do so in a full-fledged pack, I need to edit those along with .MBS files.
Here are some examples at the folder /_US/GUI: https://mega.nz/#F!MvhlVQID!qCVohVVfFg_kLgpZeGS8_w
Thanks in advance and sorry for my bad English!
Hi, I would like to ask a question.
Analyzing the format of the game, I came across a texture format GXT.
I decided to take advantage of your utility. But it does not work with all textures, with only a few. I do not know what it can be connected, but some of it converts so good, but some textures convert with errors like "out of range of array". Samples are included.
https://yadi.sk/d/XFmNn0nPwjEUW
https://mega.nz/#!f0djwT6T!1lgAm7MT1x7RIX6xJdRfHhOwNYEWvZLtl_qV50cB4Gw
Can you look and help? It gets 1 texture, but i think that it's have more than 1 in 1 file
Can you add support for bg files and character files?
https://www.mediafire.com/?p29tazjn644irpy
Some samples
Would it be possible to add the option to convert the opposite way (PNG->GXT)?
Will reverse transformation from png to gxt?
I don't know if it's an error or not, but when I drag and drop a gxt file to the exe, it gives me a message saying "Exception: Index was outside the bounds of the array.."
The DR PC ports use tga instead of gxt and I'm trying to back port some stuff from DR2 Vita to DR1 PC, so yeah
I have successfully extracted PsVita's Criminal Girls images/textures. (I'm already translating it into spanish, but I need to update the font and some textures to get a proper localization). It doesn't use gxt directly, but a custom format "imy"; that mixes a non-standard compression with swizzling for power of two textures. I have managed to determine the compression algorithm and to create a decompressor.
Most textures are normal 2d power-of-two textures, and I converted your PostProcessing.UnswizzleTexture
to kotlin and works just fine decoding them.
But some textures are swizzled and have a size that is something like 2048x512. I suspect this is instead a 512x512x4 image. And decoding with 2048x512, causes 3/4 of the image to be empty.
I don't have too much experience with Morton, but if I can remember right, the xbox 360 sdk had functions for translating swizzled address/x/y/z with 3d textures, but won't work directly for psvita as far as I know.
So do you know how to implement the 3d lookup?
Example of texture working fine:
Example of texture 1024x512 that is cut.
Font is cut too (2048x512) (font is white so it won't be displayed on a white background):
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