New here -- Hello (gifts from me included)

#1
Hello, good people of the SoM forums.

As it might show by the fact I've only got one forum post and I've only made the account today, I'm new here.

I don't like joining forums when I've just found them, so I've been spying on you, since late 2009.

Anyway, I'm not sure where the forum posting rules are, I'm probably not looking hard enough, I'd be quiet grateful if someone were to direct them to me.

The following is Kings Field related, well -- resources from Kings Field really. (that's why I wanted the forum posting rules!)

Anyway, because I want to be nice, I thought I'd give these textures out here, I'm not sure if someone has ripped them from KF before, but it's a collection of terrain textures I got for a game I was working on, but stopped because I lack C++ knowledge, and I'm not very experienced with Sword of Moonlight.

If you want to know the way I got these, it wasn't with hex editing or .TIM extraction, I used 3D Ripper DX, then used some photoshop trickery to make them tile seamlessly etc.

it includes:

- Water texture from west coast (water01.png).
- Stone texture from west coast interior areas. (stone01.png)
- Stone texture from west coast lower interior areas (stone02.png)
- Stone texture from west coast exterior areas. (stone03.png)
- Dirt floor texture from west coast (dirt01.png)

and finally:

- a sky texture, from... you guessed it -- the west coast. (sky01.png)

Well that's it, you should know all textures apart from the sky are 64x64 pixels, the sky is 256x256 pixels, scale that down if you want -- they all tile, but can get a little repetitive.

It's a relatively small archive as I have pretty bad and cheep internet, and I understand how annoying it is to get a download which takes hours, and if not days to finish.

I'll probably extract and correct some more of the textures, as I'm going to play through the game again, which would be a perfect time for extracting textures.

Well that's it from me, Enjoy, if someone else hasn't posted this stuff before me!

P.S - The preview only includes the dirt01.png, stone03.png and water01.png textures, I didn't have time to finish it off.


Attached Files Thumbnail(s)
   

.zip   KF2 textures.zip (Size: 34.11 KB / Downloads: 122)
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#2
Hello and welcome, ‎  thanks for the sky texture, it was always one of my favorites. ‎  ‎  Thanks , ML
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#3
(2013-07-16, 08:00 PM)Madison Lastrega link Wrote:Hello and welcome, ‎  thanks for the sky texture, it was always one of my favorites. ‎  ‎  Thanks , ML

Yeah, I always liked that sky too, it's one of the few PS1 game skies that seemed to have a certain quality about it... at least in my opinion.
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#4
Hi there ‎  Wink Glad you popped in. Those textures bring back some memories! Thanks. I don't believe anyone here has ever successfully extracted those before. But there's a thread somewhere with some enemy/NPC models. ‎  What's your secret to getting 3D Ripper DX working with PSX titles? I remember trying awhile back without success.

As far as rules, I don't think the site's owner (dmpdesign) has ever made an official set of rules. ‎  Since I was "branded" as an administrator, I ask that people be respectful to each other and try not to be excessively off-topic -that's mainly for threads that are meant to be informative so that the information they contain doesn't get diluted or side-tracked.
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#5
(2013-07-16, 08:57 PM)HwitVlf link Wrote:Hi there ‎  Wink Glad you popped in. Those textures bring back some memories! Thanks. I don't believe anyone here has ever successfully extracted those before. But there's a thread somewhere with some enemy/NPC models. ‎  What's your secret to getting 3D Ripper DX working with PSX titles? I remember trying awhile back without success.

As far as rules, I don't think the site's owner (dmpdesign) has ever made an official set of rules. ‎  Since I was "branded" as an administrator, I ask that people be respectful to each other and try not to be excessively off-topic -that's mainly for threads that are meant to be informative so that the information they contain doesn't get diluted or side-tracked.

Ah, well those rules are simple enough, just wanted to check I was posting in the right place etc.

I'll give you the configuration which I had for the graphics plugin, it works with textures but not with models unfortunately. so I'm re-creating the starting map for a bit of fun, maybe someone can cut it up and turn the parts into sword of moonlight editor bits, not sure though, you'd have to tell me since I've got no clue about modding the editor...

Here, using "Pete's DX6 D3D Driver 1.77" as the video plugin, which uses Direct X 6 as it's render component, or what ever it's called by normal people, you can use 3D Ripper DX (in new versions anyway).

there are the settings I used with the plugin

Code:
Plugin: Pete's D3D Driver 1.1.77
Author: Pete Bernert
GFX card: AMD Radeon HD 7800 Series

Resolution/Color:
- 1280x720 Fullscreen - [32 Bit]

Textures:
- R8G8A8A8
- Filtering: 6
- Hi-Res textures: 1
- VRam size: 0 MBytes

Framerate:
- FPS limit: on
- Frame skipping: off
- FPS limit: Auto

Compatibility:
- Offscreen drawing: 3
- Framebuffer texture: 2
- Framebuffer access: 4
- Alpha multipass: on
- Mask bit: on
- Advanced blending: hardware

Misc:
- Scanlines: off [0]
- Unfiltered FB: off
- Dithering: on
- Screen smoothing: on
- Full vram: on
- Game fixes: off [00000000]

With that I was able to rip textures, unfortunately it exports as .DDS, which needed a plugin for GIMP so I was able to actually extract them, it also dumps the whole screen into one big image, so you need to extract the texture from all the other things.

I noticed a funny pattern the the textures getting stretched when exported, they were also always bigger than normal, for example, 128 pixels would be 130 pixels, 256 pixels would be 258 pixels...

It's not the best way of getting textures anyway, and if I find a better way I intend to use it, one way someone could do it is by writing a DirectX 9 video plugin, that way you could use TexMod, which would also allow texture replacement...
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#6
Nice, thanks for that info. One of the users here was trying to get textures from the armored core series awhile back. Because you can customize the robot colors in Armored Core, the textures didn't seem to have any pallete built in. I guess the pallete is generated when you design your mech. I'll bet this ripping process could be used to extract custom mech textures from an Armored core game.

One question, do you know if GIMP can use Photoshop plugins (for DDS etc)?
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#7
No clue, GIMP and Photoshop both have there own separate DDS loading plugins.

here's one for GIMP:
https://registry.gimp.org/node/70

and here's one for Photoshop:
https://developer.nvidia.com/nvidia-text...-photoshop
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#8
I got some textures from KF4 this time, I've had these ones on my harddrive for a little while though, and I used a different process to get them, so the results are of a much higher quality.

It's a little big, unfortuently, going at 4.69MB, so I'll split the archive for ya'll.

These textures are all 256x or 512x, which is quiet impressive whilst the PS2 was still relatively new, I guess Kings Field takes use of level steaming though, so it's not too amazing.

a few of the ones that stand out are:

Texture for the armored skeleton (skeleton01.png)
Texture for the health meter (healthtex.png)
Texture for the mission flag (missionflag.png)
Texture for the save point (savepoint.png)

these are only textures from the first areas that are included, I didn't progress far into the game because I lost my copy due to my younger sister.


Attached Files
.zip   KF4 Textures Part 1.zip (Size: 1.86 MB / Downloads: 111)
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#9
Both attachments together were too big to go into the one post... I'll post it here and also say I'm going to write some guides on using Texmod and 3D Ripper DX for the SoM community, the least I can do to help people out.

Part two and three of the KF4 textures below.


Attached Files
.zip   KF4 Textures Part 2.zip (Size: 1.65 MB / Downloads: 117)
.zip   KF4 Textures Part 3.zip (Size: 1.18 MB / Downloads: 119)
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#10
I remember reading a post by Agetec's Mark Johnson where he said the slow movement in the KF games was because they had much higher detail than most games and the slow motion was needed to allow time to stream stuff like these textures. I'm still amazed at how good these textures look for being relatively small. That "greenery" texture looks excellent for 256x as do several of the wall textures.
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