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Author Topic: Lost Reavers (Wii U)  (Read 8750 times)
MarioSonicU
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« on: May 24, 2016, 01:03 »

I am happy to say that the game's models work fine when set to PS3 mode. the only problem is the textures are all glitchy.

Any time someone would fix the texture mipmaps

https://mega.nz/#!z4J2TJSY!j3mEVs6Pt31sNsUu6PrIaDE85fh6BqOItb1Fkd-OusQ
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Gildor
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« Reply #1 on: May 24, 2016, 01:07 »

I think this platform uses own texture formats.
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MarioSonicU
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« Reply #2 on: May 24, 2016, 01:20 »

I see, would their be a way to "unswizzle" or "un-glitch" the textures?
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Gildor
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« Reply #3 on: May 24, 2016, 01:30 »

No idea. I'm not familiar with any details of WiiU internals.
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Ehlyon
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« Reply #4 on: May 24, 2016, 05:08 »

May i know how did you got the iso out of wii u? I couldn't @.@
Or if you could kindly upload it somewhere and dunno pm or share here, i'd be very thankful
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MarioSonicU
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« Reply #5 on: May 24, 2016, 21:38 »

https://mega.nz/#!O55ViTIA!67y3Yo-QILQ2uZdK9JN0kO5URrnGvwEM2ZTC7PWQW2g

Here ya go.
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chrrox
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« Reply #6 on: December 06, 2016, 20:46 »

is it possible in umodel to export the raw texture data or just the information on the offset for each texture and its info?
I could make a tool to convert those wii-u textures.
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Gildor
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« Reply #7 on: December 06, 2016, 20:54 »

You can try exporting with -dds option, it saves textures unmodified whenever possible.
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chrrox
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« Reply #8 on: December 06, 2016, 21:51 »

the dds option worked perfectly.
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chrrox
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« Reply #9 on: December 08, 2016, 14:52 »

You can try exporting with -dds option, it saves textures unmodified whenever possible.

I can make a tool that will attempt to convert the dds textures to the correct image (wii-u sdk fomat)
or I could send you the header information and if you wanted to you could export wii-u txtures as .gtx files that
anyone can convert with wii-u sdk tool.
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Gildor
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« Reply #10 on: December 08, 2016, 15:06 »

I don't think it's reasonable to add some third-parties for just a single game. There's even no "Wii U" platform in UModel's options. So, a tool with instructions for export and conversion are good, I think.
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MarioSonicU
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« Reply #11 on: December 09, 2016, 19:07 »

Yeah A converter tool is a great idea
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chrrox
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« Reply #12 on: December 13, 2016, 03:21 »

quick bms script to convert the textures to wii-u sdk format
Code:
get NAME basename
string NAME += _fixed
string NAME += .gtx
goto 0xC
get WIDTH long
get HEIGHT long
get SIZE long
goto 0x54
getdstring TYPE 4
set MEMORY_FILE binary "\x47\x66\x78\x32\x00\x00\x00\x20\x00\x00\x00\x06\x00\x00\x00\x00\x00\x00\x00\x02\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x42\x4C\x4B\x7B\x00\x00\x00\x20\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x0A\x00\x00\x00\x9C\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x04\x00\x00\x00\x04\x00\x00\x00\x00\x01\x00\x00\x00\x01\x00\x00\x00\x31\x00\x00\x00\x00\x00\x00\x00\x01\x00\x08\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x04\x00\x0D\x00\x00\x00\x00\x20\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x01\x00\x01\x02\x03\x1F\xF8\x7F\x21\xCC\x00\x03\xFF\x06\x88\x84\x00\x00\x00\x00\x00\x80\x00\x00\x10\x42\x4C\x4B\x7B\x00\x00\x00\x20\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x0B\x00\x08\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
set MEMORY_FILE2 binary "\x42\x4C\x4B\x7B\x00\x00\x00\x20\x00\x00\x00\x00\x00\x00\x00\x01\x00\x00\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
endian BIG
putVarChr MEMORY_FILE 0X44 HEIGHT long
putVarChr MEMORY_FILE 0x48 WIDTH long
putVarChr MEMORY_FILE 0x60 SIZE long
putVarChr MEMORY_FILE 0xF0 SIZE long
if TYPE == "DXT1"
putVarChr MEMORY_FILE 0x57 0x31 BYTE
putVarChr MEMORY_FILE 0x75 0x0D BYTE
putVarChr MEMORY_FILE 0x76 0x00 BYTE
elif TYPE == "DXT5"
putVarChr MEMORY_FILE 0x57 0x33 BYTE
putVarChr MEMORY_FILE 0x75 0x0D BYTE
putVarChr MEMORY_FILE 0x76 0x03 BYTE
endif

append
log MEMORY_FILE 0x80 SIZE
log MEMORY_FILE 0 0x20 MEMORY_FILE2
append

get TSIZE asize MEMORY_FILE
log NAME 0 TSIZE MEMORY_FILE

then they can be converted with the sdk tool TexConv2.exe
example convert command
TexConv2.exe -i PH_T_CH_jok_00_all_hair_D_fixed.gtx -o PH_T_CH_jok_00_all_hair_D_fixed.dds

hint
https://github.com/NWPlayer123/WiiUTools/tree/master/TexHaxU
« Last Edit: December 13, 2016, 03:23 by chrrox » Logged
MarioSonicU
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« Reply #13 on: December 13, 2016, 13:29 »

It's not working for me. When i try to convert it says TexConv2 has stopped working. What should i do?
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chrrox
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« Reply #14 on: December 13, 2016, 14:03 »

It's not working for me. When i try to convert it says TexConv2 has stopped working. What should i do?

make sure you used the -dds option.
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