elbereth / DragonUnPACKer

Free/Open source game file resource explorer/unpacking tool made easy!
https://www.elberethzone.net/dragon-unpacker.html
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Dragon Unpacker crashes when converting .dds files from .xtc #190

Open boldc opened 2 years ago

boldc commented 2 years ago

DRAGON UNPACKER CRASHES WHILE CONVERTING .DDS FILES FROM .XTC

STEPS TO REPRODUCE:

RESULT: Dragon UnPacker freezes, must be restarted The converted file is unviewable/unusable

EXPECTED: Program does not crash Converted textures are usable

======================================================================= DRAGON UNPACKER CORRUPTS .DDS FILES EXTRACTED FROM .XTC

STEPS TO REPRODUCE:

RESULT: The extracted graphics file contains corruption/artifacts, rendering it unusable This happens with SOME diffuse textures Corruption/artifacts appears to happen with ALL extracted normal map textures Results are the same whether viewed in InfranView or Photoshop

W02_0001_N

EXPECTED: Extracted textures do not have artifacts/graphical corruption

(Note: Operating System Windows 10 Professional, 64-bit)

boldc commented 2 years ago

I read on the [Xentax forum](url=737026 that the .dds header can be edited with a hex editor, changing the normal map .dds files from DXT1 to DXT5 and then they become usable.

I took an extracted normal map (xxxx_n.dds), opened it with a hex editor and changed the first value I saw "dxt1" and changed it to "dxt5". The first thing that happened is that the thumbnail of the image in WIndows Exploerer suddenly displayed properly.

Unfortunately the file still didn't work (I couldn't open it with photoshop), I suspect because I don't know anything about hex editing and maybe missed a step.

EDIT: I also found this information which may be useful https://github.com/EternalYoshi/ThreeWorkTool "DXT1 and DXT5 have differing compression formulas meaning you can't interchange them or you will get corrupted pixels in game or just straight up crashing."

Which probably explains the issue I'm encountering.

It would seem a possible solution is to have Dragon UnPacker export all normals maps as DXT5 instead of DXT1

(all Riddick normal map textures end in the suffix _n.dds)