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So I was doing a project with LTI with this game, and these file types came out as well as the
rest.
They had a weird .list (I think?) type with the header TEXR file header. Any thoughts?
https://www.dropbox.com/s/4g1sgvhuod8bzf...s.zip?dl=0
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I can vouch for her/him.
As I requested textures/models from this game. Even the gallery extras.
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You can see them in TiledGGD. Or someone can make a script to batch convert them maybe.
Specs:
Image Data Offset 0xA0 (Offset found at 0x70 as well)
Width and Height are at 0x20. 4 bytes each. Don't know which is first though.
4x4 Tile Size
16 bits per pixel
RGB Color order
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Did you look at the files, Ploaj?
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... He literally just told you that he did and that he worked out how to view them in TiledGGD.
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I know that.
But the problem is: How are we going to fix the files in order to see them?
We can't submit them in .bmp format.
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When you put them through TileGGD, can't you save them in .png format?
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I tried, but it doesn't come out right.
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Can you show us what you mean by not looking right?
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I mean all it shows are different colored pixelated dots.
If you had TileGGD and if you were looking through the .bmp files with that program, you'd find out what I mean.
We need someone to convert all those .bmp files into a different photo file like .png.
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I don't see what you mean.
![[Image: UxAj7XV.png]](http://i.imgur.com/UxAj7XV.png)
You need to put in the correct settings.
Here is step by step
Image -> Go to offset -> A0
Image -> Mode -> Tiled
Image -> Set Tile Size -> 4 x 4
Image -> Endianess - > Little Endian
Press "B" Until it says "16 bit/pixel"
Press "P" until the color order is RGB
Use arrow keys to resize image. Most of them are 256x256 it seems.
Some are 8bpp and have a palette. The palette will then be at 0xA0 and the image data at 0x2A0.
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supersmashball, can you figure it out?
At this rate I think the Taz: Wanted Gallery Rip request may be doomed to failure.
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I don't think Ploaj could explain this any easier for you...