Warframe data hashes6/10/2023 ![]() The size of B-cache PNG files suggests that they actually hold some of the smaller MipMaps. Again the image is mixed up: structures can be recognized but are repeated horizontally. ![]() ![]() So I'm guessing this must be a square 1024 pixel DXT5 image, and again the file size fits the bill: 128 + 21872 + 1376256 = size of DXT5 1024 pixels square with full MipMaps. Taking the last 2,097,152 bytes from an F-cache PNG file, and adding a BMP header with a 4bpp 256-color palette, results in a mixed up image: it's kind of 'interlaced', structures can be recognized, and there is no repetition.Īnother example is an F-cache PNG file of 1,376,256 bytes, about which the H-cache PNG file says: "Compression=COLOR_SMOOTH_ALPHA". Another option (3) might be 2048x1024 (non-square) 8bpp with full MipMaps. The file size of the F-cache PNG file strongly suggests 4bpp, which only leaves the options of (1) DXT1 or (2) RGB with a 16-color palette. Such reordering strongly suggest a non-DXT1 encoding per MipMap, although it seems similar. Looking at the model's UVs, it looks like indeed the image should be repeated twice (for left and right), only the image rows should be reordered. Still the image is mixed up: it's kind of 'interlaced', structures can be recognized but are repeated twice horizontally. = 2048 pixels.Īssuming this indicates a square size this would result in a DXT1 file of 2,796,344 bytes (with full MipMaps).Ī DDS header size is 128 bytes, and adding the size of the B-cache PNG file, plus the size of the F-cache PNG file, results in the same number. I'm looking at a texture about which the H-cache PNG file says max. But I am also not the best on image formats so I am not sure. Maybe there is some more compression on the textures. If you add a normal DDS header on the images you will see the image go in and out like only half is there. Chrrox wrote:I have looked at some of the textures it looks like the textures are only getting half extracted. ![]()
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