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  #1  
Old 08-02-2005, 03:51 AM
blincoln blincoln is offline
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Default By popular request...

A utility to extract the textures from Soul Reaver for the PC.

I stayed up way too late finishing this off, so give it a spin.
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  #2  
Old 08-02-2005, 01:40 PM
rabban
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Haapy Happy Happy Joy Joy Joy!!!!!!...why is nobody else saying anything...this is incredibly cool!

Last edited by rabban; 08-02-2005 at 03:41 PM.
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  #3  
Old 08-02-2005, 03:48 PM
skywalker skywalker is offline
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how is this useful? I'M NOT BEING A TROLL, I'M SERIOUS
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  #4  
Old 08-02-2005, 03:51 PM
blincoln blincoln is offline
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Well, literally speaking, it provides something that was not available before.

It's most useful to people who want to use the actual in-game textures in fan art.

It also means you can grab, for example, the Sound Glyph image and use it as a forum avatar or whatever.

There are some other possibilities that I'll be working on too.
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  #5  
Old 08-02-2005, 05:37 PM
rabban
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it also means you can do a 3d model of kain or any other character and know exactly what the texture should look like and duplicate it to a T!

it also means you can duplicate levels...the pillars basically if you are a modder you can make your own sr1 special edition with the original ending and missing characters...blinc is the priestess in there?
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  #6  
Old 08-03-2005, 01:03 AM
blincoln blincoln is offline
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Not in the PC version. I'm trying to figure out how to do this on the Playstation version of the game, and that might have other things in it.
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  #7  
Old 08-03-2005, 04:07 AM
rabban
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well...with the right 3d programs you can...but a complete mod would require a programmer to do all the important stuff but with all the audio and visual stuff now accessable all it takes is a good group of say 15 to 20 people to do a real soul reaver:se
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  #8  
Old 08-03-2005, 05:46 AM
wozompir wozompir is offline
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Remaking SR1 is now a lot easier, because the greatest broblem in darn thing were textures. But i dont think that anyone will help you in remaking it...
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  #9  
Old 08-03-2005, 07:28 AM
rabban
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yeah but still it is like an archaeological find blinc has made and i would not mind creating animated lok parodies with these textures and the audio or simply use them as a starting off point for something else...i'm not the only person who wanted these textures other folks who wanted to create detailed artwork of the dumahim or other characters will have something as reference...or you could use it for some other mod...imagine a gta game where raziel steals cars

Last edited by rabban; 08-03-2005 at 07:30 AM.
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  #10  
Old 08-04-2005, 09:34 AM
rabban
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all i get are garbled static images..what gives?
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  #11  
Old 08-04-2005, 11:26 AM
blincoln blincoln is offline
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What version of the game are you extracting the files from, and are you running it against textures.big?

What are you viewing the PNGs with?

How many does it make?

Do any of them look right?
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  #12  
Old 08-04-2005, 03:25 PM
rabban
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i got it...wrong bigfile
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  #13  
Old 08-05-2005, 07:09 AM
Vampmaster Vampmaster is offline
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Incredible! Can this process be reversed? Ie for editing existing textures in the game. I may have some very usefull data on both displaying and distorting the way the textures are displayed in the game if you want to cooperate. I already have the ability to interchange them making the Kain Reaver shoot black smokey particles and the Fire Reaver actually shoot flame textured particles. You will be able to observe this in my latest trainer program.

EDIT: Duh, I forgot to check who was posting it. You already know about all the stuff I told you anyway. But Yeah, I'll show you how I distorted them in the game then we could possibly edit/interchange any of them we want. About the wasted space; I actually noticed that when I was subbing the different ones. Oh, yeah: Stupid me went and overwritten my Borg file of SR1. It was on that CD I sent you. I'm posting this stuff here just so people can read about what else could be done.

Last edited by Vampmaster; 08-05-2005 at 07:37 AM.
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  #14  
Old 08-06-2005, 12:46 PM
EarlyMelchiahm EarlyMelchiahm is offline
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This site gets updated?!

No offence blincoln.

So textures do get wrapped around the model...
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  #15  
Old 08-06-2005, 03:52 PM
rabban
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yes but fist you need a texture editor which kind of takes pictures of the wireframe from the angles and parts of the model you specify. then you connect them till it is comfortable to you to send the image to photoshop and make with the coloring and details.
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  #16  
Old 08-08-2005, 06:52 AM
Vampmaster Vampmaster is offline
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Quote:
Originally Posted by blincoln
There does not appear to be any sort of file index. I assume that the build process for the game was designed to replace references to filenames with references to offsets in this file.
There also does not appear to be any header information for the individual textures, e.g. width/height
Well, except for this:

Glyph icon texture file area $0053A5BC

Winhack can be used to interchange or distort the glyph textures by changing a 16 byte sequence starting at:

$0053A5BC = Force
$0053A5CC = Stone
$0053A5DC = Sound
$0053A5EC = Water
$0053A5FC = Fire
$0053A60C = Sunlight
$0053A61C = Shift
$0053A62C = Eldrich

I beleive these relate to the part of the texture file where the texture is located and the dimensions of the specific texture.

Note 3rd byte seems to specify the texture file! The 2nd byte seems to relate to the start of the individual texture and the other bytes probably have something to do with the width and hight.

Replace any of the 16 byte sequences starting at those locations with this one and you can even have the texture for the deleted Sprit Glyph!:

00 3C 7C 60 3E 00 28 01 00 00 01 00 80 80 80 36

The 7C is hex for 124, which is the number the extractor gives the PNG file that texture is in. You should be able to use and texture you want by picking a texture and putting the hex for whatever number the extractor calls the PNG file.

I've only tried this for the 1.2 patched version but I should be easilly able to get this going for the others too.



It's red because I replaced the icon for the force glyph with what I think is Spirit Glyph one and the force glyph always gets dyed red. It would come out just yellow like the texture file if I turned off the recolouring.

Last edited by Vampmaster; 08-08-2005 at 07:21 AM.
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  #17  
Old 08-08-2005, 09:00 AM
blincoln blincoln is offline
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Excellent =). Yes, I've been playing around with something like that myself.
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  #18  
Old 08-08-2005, 09:02 AM
wozompir wozompir is offline
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In 1.0 Force glyph is $005172CC, stone is $005172DC, and so on...

EDIT: It is possible to get the same effect by changing values in bigfile.dat... Force glyph's adress is $00AEA234, stone's $00AEA244, and so on...

Last edited by wozompir; 08-08-2005 at 10:16 AM.
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  #19  
Old 08-08-2005, 12:59 PM
blincoln blincoln is offline
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I am way ahead of you guys =). Be patient, there are some cool things coming soon.
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  #20  
Old 08-09-2005, 12:34 AM
wozompir wozompir is offline
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I dont really think that it is spirit glyph symbol anyway... I think its just a texture of life recharger that can be found in the sanctuary of the clans, chronoplast and fire forge...
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  #21  
Old 08-09-2005, 03:51 AM
blincoln blincoln is offline
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That's possible too.

However, now you can make any of the glyphs (and anything else) have whatever texture you want:

http://www.thelostworlds.net/SR1-Textures.HTML

The new version (complete rewrite) lets you replace the textures with anything you can put in a 256x256 PNG.
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  #22  
Old 08-09-2005, 04:48 AM
wozompir wozompir is offline
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Nice work, man...
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  #23  
Old 08-09-2005, 06:04 AM
rabban
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blinc is deified...again!
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  #24  
Old 08-10-2005, 01:43 AM
EarlyMelchiahm EarlyMelchiahm is offline
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Quote:
Originally Posted by Vampmaster
Well, except for this:

Glyph icon texture file area $0053A5BC

Winhack can be used to interchange or distort the glyph textures by changing a 16 byte sequence starting at:

$0053A5BC = Force
$0053A5CC = Stone
$0053A5DC = Sound
$0053A5EC = Water
$0053A5FC = Fire
$0053A60C = Sunlight
$0053A61C = Shift
$0053A62C = Eldrich

I beleive these relate to the part of the texture file where the texture is located and the dimensions of the specific texture.

Note 3rd byte seems to specify the texture file! The 2nd byte seems to relate to the start of the individual texture and the other bytes probably have something to do with the width and hight.

Replace any of the 16 byte sequences starting at those locations with this one and you can even have the texture for the deleted Sprit Glyph!:

00 3C 7C 60 3E 00 28 01 00 00 01 00 80 80 80 36

The 7C is hex for 124, which is the number the extractor gives the PNG file that texture is in. You should be able to use and texture you want by picking a texture and putting the hex for whatever number the extractor calls the PNG file.

I've only tried this for the 1.2 patched version but I should be easilly able to get this going for the others too.



It's red because I replaced the icon for the force glyph with what I think is Spirit Glyph one and the force glyph always gets dyed red. It would come out just yellow like the texture file if I turned off the recolouring.
I need videos of what this can do! In fact, I need see everything Vampmaster has done!
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  #25  
Old 08-10-2005, 08:43 AM
blincoln blincoln is offline
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He's done a lot of stuff.

I think that Wozompir is right, and that's the texture for the health-restoring thing at the Pillars. There *is* an unused Glyph symbol in the texture data, however. It's the "galaxy" thing that's in the SR2 Air Forge demo.
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