You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Seems like Metal Gear Solid HD Collection uses different format than regular GXT files and GXT from PlayStation All-Star Battle Royale, which is made by Bluepoint Games too. I've talked about it with Cri4Key, who made a ripping and packing tool for PSASBR and improved Scarlet for it, he said: "They are totally different from the PSASBR ones.
Honestly, they seem to be based on GXT too, specifically the 16 bytes starting at 0x10 seem very familiar to what in GXT is located at 0x20. It's just modified. It's just a hunch that may be right, or may be totally wrong. Tried trial and error with modifying the header under HEX editor and trying to make it read as a GXT but nothing really worked. Maybe there is a way to make it work, something I am missing, or my deduction is just wrong. Sorry if I can't help out much with these, they have the same extension .ctxr but internally the format is different. That's why the tool says the CTXR is invalid, because it's not designed to open these ones. I don't plan to work on them as of now, I don't have the time for it anyway. The only clue I can give you that may be either right or wrong, is that these may be GXT textures packed just differently, as if it has a sort of stripped header. 0x18 is width, 0x1A is height. That's all I could guess on this format at first glance."
So, is there any chance to add support for this format? Also font texture may be in different format than, for example, splash screens, that I sent to Cri4Key.
The text was updated successfully, but these errors were encountered:
Seems like Metal Gear Solid HD Collection uses different format than regular GXT files and GXT from PlayStation All-Star Battle Royale, which is made by Bluepoint Games too. I've talked about it with Cri4Key, who made a ripping and packing tool for PSASBR and improved Scarlet for it, he said: "They are totally different from the PSASBR ones.
Honestly, they seem to be based on GXT too, specifically the 16 bytes starting at 0x10 seem very familiar to what in GXT is located at 0x20. It's just modified. It's just a hunch that may be right, or may be totally wrong. Tried trial and error with modifying the header under HEX editor and trying to make it read as a GXT but nothing really worked. Maybe there is a way to make it work, something I am missing, or my deduction is just wrong. Sorry if I can't help out much with these, they have the same extension .ctxr but internally the format is different. That's why the tool says the CTXR is invalid, because it's not designed to open these ones. I don't plan to work on them as of now, I don't have the time for it anyway. The only clue I can give you that may be either right or wrong, is that these may be GXT textures packed just differently, as if it has a sort of stripped header. 0x18 is width, 0x1A is height. That's all I could guess on this format at first glance."
So, is there any chance to add support for this format? Also font texture may be in different format than, for example, splash screens, that I sent to Cri4Key.
The text was updated successfully, but these errors were encountered: