Now, for testing those structures (for unpacking brres file) we just need a little bit, but critical, more information about the size of each file within the object data. It looks for various file type, this information is available in the corresponding header part. So here is one additional structure that we need to add. Code: Offset Size Description file_section_header structure 0x00 + [fd-j] 4 bytes file tag ...
Offset Size Description file_section_header structure 0x00 + [fd-j] 4 bytes file tag
As I have mentioned in my last blog that I would like to learn more about brres file (texture part). Now, it would perhaps be better that we learn together so if you know more or find that I miss something perhaps you could post your comments, and at the end, we all get the benefit of having better information/guess (especially the unknowns in the description column). To get to the texture part, we need to be able to unpack the brres file, and the first thing is to understand the beginning ...
This is just a testing blog since Vash has just provided me the blog space (Thanks Vash). I will use this blog space mainly to discuss what I am working on. In addition to developing and testing DiiLC, I have been investigating the content of brres file in the last few weeks (at one time, DsPet suggested me to learn more about MDL0 section in the brres file). I am thinking of developing brres viewer (not editing tool) that could take different texture/palette formats. But with a limited ...
Updated 12-04-2009 at 06:59 PM by conanac