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Model 3 textures

Posted: Thu Jul 04, 2024 8:23 am
by Freezer91
Hi,
Is there a way to extract textures from a rom, upscale/improve them and put it back?
I modded several games in the past and when it comes to textures is really incredible how they can improve and visually modernize games
Any help is appreciated

Re: Model 3 textures

Posted: Thu Jul 04, 2024 2:08 pm
by Ian
Currently there is not. The way it's emulated would mean upscaled textures would be quite hard.
Replacement, yeah theoretically possible.
Probably also possible to patch the roms to replace the textures

Re: Model 3 textures

Posted: Thu Jul 04, 2024 7:15 pm
by Freezer91
"Probably also possible to patch the roms to replace the textures"

This could really be enough (without upscale) I think!
Basically extract and reinsert texs.
Is there any tools that allows to patch roms this way?
Or are you aware of a procedure to do this?
I looked inside a rom but I can't even understand what kind of file they use (they are just .1 .2 .3 .4 and so on) T.T

Tbh personally I'm interested in The Ocean Hunter, but....

Re: Model 3 textures

Posted: Fri Jul 05, 2024 8:13 pm
by Bart
Without knowing C++, this will be a very difficult task. The ROMs are interleaved. Each numbered file represents a particular EPROM or masked ROM chip. These are grouped together to supply the complete number of bits on the bus. CROMs each supply 16 bits (2 bytes) and are grouped in 4's to supply the full 64 bits (8 bytes) to the CPU. The VROMs are arranged differently still. Textures can exist inside of CROMs and transferred manually by the CPU or in the VROMs and accessible to the Real3D board directly. There are no specific texture ROMs and textures can be anywhere.

Personally, I think the best way to do this would be to modify Supermodel to hash textures as they come in and then allow textures to be replaced based on this hash. But then a decision has to be made about the supported format. I don't remember offhand how the new engine handles texture formats, but I believe some are decoded in the shader itself? Therefore, texture replacements would have to stick to the same exact format as the original Model 3 textures (as opposed to supporting modern 32-bit ARGB or float formats).

Re: Model 3 textures

Posted: Sat Jul 06, 2024 7:14 am
by Freezer91
Thanks for your reply Bart!
Sadly I'm just a self-taught modder.
And my previous experiences (PC, PS2 and NDS games) handled textures in very different ways, so I don't really know what to do here.
Anyone who knows C++ would like to try something? :mrgreen:

Seriously guys, model3 3D models are great. Often they seem even better than those of ps2 games (released years later).
What they need is just some less blurry/better tex :D