Hi, I work with two versions of Alliance of Valiant Arms: UAVA (for Europe and the Americas) and SEA AVA (for southeastern Asia).
These two releases of AVA both use the .upk file format for resource storage, and both load correctly in umodel.exe. No problems there. Now before I ask my main question, let me give some context:
SEA AVA stores its textures in DXT5, with a small 15-byte separator between each of the mip maps.
UAVA, however, though it still appears to be DXT5 (umodel says it is, at least), uses a different file structure for textures within the UPK. It extracts cleanly, but I have not been able to determine where to inject textures. I have been using
umodel -list
to find the start and length of each file I need, but that doesn't quite tell me everything I need to know. Also, strangely, the lengths of identical textures between SEA AVA (larger) and UAVA (smaller) are different. This makes me think there may be a different compression being used.
Do you have any suggestions as to how I could determine the file structure, or is there a way to make umodel display information such as hexadecimal offsets for each color channel, per texture, from the UPK?
Thanks!