April 19, 2024, 01:35:13 AM

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 1 
 on: April 15, 2024, 09:00:09 PM 
Started by olly - Last post by olly
Cool

 2 
 on: April 15, 2024, 05:44:21 AM 
Started by olly - Last post by AlastarI
Btw, specular textures encoded the same way as diffuse. So only .glow and  .tint are left for decoding. Need to locate where client reads them.
 

 3 
 on: April 13, 2024, 01:25:03 PM 
Started by olly - Last post by olly
Fantastic news and well done!

Smiley

 4 
 on: April 13, 2024, 01:12:39 PM 
Started by olly - Last post by AlastarI
Finally, I ve decoded these textures. I have to decompile .exe and look for texture reading function, after that I ve simply transferred decompiled C code into C# and decoded, what it actually does.
I was almost right about .mask files. But instead of storing missing data, they store control byte codes, which says to client, how much blocks it should skip or read (or read .diffuse and alpha, stored in mask) and alpha channel blocks. I ve got working prototype of program for reading such textures.

 5 
 on: April 13, 2024, 08:48:45 AM 
Started by Daniele - Last post by Daniele
Hi, finally the game works, but it's still too slow. I don't know if I set up wrong settings in the emulator, if it's the game itself, or if it's my mobile phone (Samsung Galaxy A53, 6 giga ram and 128 memory).

I don't know how to load files and images here and if I can do that without causing problems, but if you like and need I can try to show you my configuration so we can start working on it together...

Hope ie helps, Daniele.

 6 
 on: April 08, 2024, 07:30:12 PM 
Started by Daniele - Last post by Daniele
I finally enabled the sound...I set an option (enable sound  Grin ) and I set another sound card.

Now problems are due to game crashes and OS slowness. It takes a lot of time to load the os (wrong settings??) and often the game crashes.

The first time I started it, it worked quite well (only cursors were flickering, but I set colored cursors and that worked), but now it crashes at the intro and when "preparing for battle". So I cannot test it anymore...

Hope it helps, Daniele.

 7 
 on: April 06, 2024, 10:58:35 AM 
Started by olly - Last post by olly
Hi, it's been a long time since I last tried or checked if there were any updates, would be amazing if you succeeded.

 8 
 on: April 06, 2024, 10:55:34 AM 
Started by Daniele - Last post by olly
Well done for trying again and i can try in the next few weeks when I get some free time. Would be cool to get it working.
 

 9 
 on: April 06, 2024, 09:22:55 AM 
Started by Daniele - Last post by Daniele
Hi guys, it is passed a lot of time since this tipoc has been created.

I finally installed dark omen on andoird, but it not really easy. I still need a hand...

I used limbo pc emulator and a bootable WinXP iso. I also created an iso image with the setup files of DO and the game crack. All stuff you can easily find for free on the Internet. I'm doing several attempts, but I still have problems...

1) I can't install audio on WinXP...Do someone know how to install it? (With Limbo emulator)

2) I'm trying several configurations, but the game still sometimes crashes...I don't know if it's an emulator's problem or a game's problem...


If a good soul could and would help, maybe this time we could really try DO on android devices  Grin

Thanks, Daniele.

 10 
 on: April 04, 2024, 01:52:55 PM 
Started by olly - Last post by AlastarI
Hey Olly,

I'm still working on my little tool, but unfortunately I'm stuck on this very same issue you're having here. To my current understanding it's not possible to extract most of the DIFFUSE textures properly, because...they are simply missing data (entire DXT blocks to be more specific). If you have 512x512 DXT1 texture with 10 mip maps, it requires exactly 174,944 bytes to store all the data (along with DIFFUSE file header). If size is less than that it looks like this:



Notice two things here:

1. The yellow row of pixels at the bottom are the missing blocks. This particular texture is missing 190 4x4 blocks in its largest mip map and some more in two lower ones as well.
2. Texture is distorted in the middle. This suggest the place these blocks are missing from (not necessary in contiguous blob of pixels though).

Having said that, I still have absolutely no idea how to get this data back. Is this some form of compression? Did they remove random pixels to protect textures from extracting? If so, where the hell are they...

2. unk_word_00 and unk_word_01 should be used somehow to handle shifts in rect. images

This I was able to figure out at least. unk_word_00 and unk_word_01 are offsets (on x and y axis respectively) in pixels from texture's top left corner. For some weird reason Mythic decided to chop up certain textures into multiple pieces and this is the effect of this operation. Here's one example:



Overall dimensions of this texture are 512x512, but the largest mip map has only 176x260 pixels and the offsets are (336, 252). By default all texture data will start at (0, 0), so basically you need to take every pixel and move it by this amount on x and y. I've tested this with converted model and this is exactly where UV coordinates are for this particular piece.

Apologize for necroposting, but have you succeed in this? I've been working over texture reading and faced same problems. I think missing data could be stored in  .mask files near diffuse.

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