Daedalus
@Poplan
R
Regardie
And whoever else that screwed with textures, listen up. I need additional eyes and ears.
I've made a very close breakthrough with our lovely friends, the .HTEX files. They are just a .CRN file renamed. CRN is a Crunch Compressed Texture. This is used to massively compress images for transport or distribution purposes. Here's where it gets interesting.
So I was screwing around with HxD, right? And I'm opening the .HTEX files. They all have a consistent header of some kind. BUT. That's not the best part. I renamed them to .CRN after seeing the first few bytes of offset, and legit gasped in my chair.
This is the .HTEX file of the standard Klingon bat'leth, converted to a .CRM and viewed through Noesis. It's LITERALLY the high-res metal texture on the blade.
So I crack open another random texture, and what do I find? Something...something that doesn't make sense from a hex perspective:
This is one of the new PVP Rep Pistols. The offset here is what's flooring me:
That part, right there. I would be more comforted if the data were more different here. But it's scarily consistent. EVERY .HTEX starts off like this. So I try and tweak it:
And discover it must be some kind of compression. So I think "Maybe the client is forgiving."
It's not, actually. Actually, it's exceptionally upturned-nosey. It totally refused to load my modded batleth texture.
So I need additional eyes here. How do I determine what the compression method is? Does anyone have experience with this?