PRP1986 wrote:Interesting, I have just tried that too, replacing the first level of Indy with a later level of Buffy, and it does indeed work.
I'm currently trying to figure out the dialogue for the Buffy game, and interestingly the dialogue structure seems to be exactly the same for both games, even to the point that the contextually correct response is used when playing Indy using a swapped out Buffy level (i.e loading the Buffy Highschool level in the Indy game, and trying to open a locked door will correctly trigger the Indy to say that the door is locked).Looking at the PC version of Indy, the audio file played was located in GEN_Dialogue.rpe.
In both Buffy and Indy, the dialogue folder will contain xxx_Dialogue.rpe, xxx_Dialogue.ddb and xxx_Dialogue.txt for each level plus GEN_Dialogue (rpe,ddb and txt) which is used by all levels. Running the BMS script on either Indy or Buffy will extract the ddb files (at 0kb) but does not extract the rpe or text file.
Hmmm I'm at a loss the pak files seem to be a very messy format....on a side note I purchased the pc version of Indiana Jones to help compare content and I forgot how good it was

the ddb files appear to be the expressions (animations when the character speaks) I see look up, look down, etc...
. I am uploading a file (caustic.mtx) from indiana jones, it shows the proper way they are formatted..I noticed in the script you were uncertain, when you look at caustic you will see why they look strange..lol
I wonder if as the different entries are found that they just need to be appended to the one file inst4ead of separate caustic (xxxx)? same for all the entries like that (superparticle, trails, etc..)
wait... in doing research, this was all done for Indiana jones in 2011 (the mtx stuff)... just saw it on the xentax forum , the files are not mtx or shouldn't be (the individual ones) , they should be dds... anyway gonna grab the old scripts and see what I can work out.
**EDIT** ok yes script works well extracting from the multitex files, however the individual ones extracted here for buffy lack the multitex header so do not get extracted...:
this is the bms script
Code: Select all
# IJET *.mtx (multi texture format)
# quickbms script by WRS, xentax.com
idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long
get TEXCOUNT long
get TEXHEADSIZE long
get TWFOUR long # head size
get TEXHEADSIZE long # 128
get FNAME basename
for t = 0 < TEXCOUNT
get INDEX long
getdstring UNKNOWN 16
get UNKNOWN short # 256/ flags?
get UNKNOWN short
getdstring TEXNAME1 32
getdstring TEXNAME2 32 # not 64 because of repeated data
get TWIDTH long
get THEIGHT long
get UNKNOWN long
get BPP long
get UNKNOWN long
get MINIMAPS long
get UNKNOWN long
get UNKNOWN long
get TEXPOS long
get TEXTSIZE long
# POS is a pointer to minimap info
savepos POS
goto TEXPOS
# write 128-byte dds header
log MEMORY_FILE 0 0
putvarchr MEMORY_FILE 127 0
# setup dds header
putvarchr MEMORY_FILE 0 0x20534444 long #dwMagic (DDS )
putvarchr MEMORY_FILE 4 0x7C long #dwSize (128)
putvarchr MEMORY_FILE 8 0x21007 long #dwFlags (prob. wrong)
putvarchr MEMORY_FILE 12 THEIGHT long #dwHeight
putvarchr MEMORY_FILE 16 TWIDTH long #dwWidth
putvarchr MEMORY_FILE 28 MINIMAPS long #dwMiniMapCount
putvarchr MEMORY_FILE 76 32 long #dwSize
putvarchr MEMORY_FILE 80 4 long #dwFlags
putvarchr MEMORY_FILE 84 0x31545844 long #dwFourCC (DXT1)
putvarchr MEMORY_FILE 108 4198408 long #dwCaps1
append
for i = 0 < MINIMAPS
get DATASIZE long # minimap size
savepos POS2
log MEMORY_FILE POS2 DATASIZE # save minimap
math POS2 += DATASIZE
goto POS2
next i
append
get DSIZE asize MEMORY_FILE
string FILENAME p= "%s/%s.dds" FNAME TEXNAME1
log FILENAME 0 DSIZE MEMORY_FILE
goto POS
next t
Edit one more time
They are definitely dds files cause I replaced the header of one with the dds header from an extracted INDY dds and it seemed to work...
just need to extract them as dds and place them in the right folders (caustic, superparticle, etc) so we can run the other script to create the multitex files
Script that creates the multitex files from the dds
Code: Select all
# IJET *.mtx (multi texture format)
# quickbms script by WRS modified for reimport
# http://forum.xentax.com/viewtopic.php?p=50857#p50857
idstring "MULTITEX"
get SIX short
get TWO short
get ONE long
get ZERO long
get FILES long
get MTXHEADSIZE long
get TWFOUR long
get TEXHEADSIZE long
get FNAME basename
for i = 0 < FILES
get INDEX long
getdstring UNKNOWN 16
get UNKNOWN short
get UNKNOWN short
getdstring NAME 32
getdstring NAME2 32
get TWIDTH long
get THEIGHT long
get UNKNOWN long
get BPP long
get UNKNOWN long
get MIPMAPS long
get UNKNOWN long
get UNKNOWN long
get OFFSET long
get TEXTSIZE long
savepos TMP
goto OFFSET
append
for j = 0 < MIPMAPS
get SIZE long
savepos MIP_OFFSET
log NAME MIP_OFFSET SIZE
math MIP_OFFSET + SIZE
goto MIP_OFFSET
next j
append
goto TMP
next i
the extracted files(mtx from buffy script) are weird too, they seem to have repeats of a header, with data continuing multiple times......adding another upload, the dds image file (rocky wall) and the buffy script extracted mtx that I changed(added dds header, which is incorrect size for the file or there was more information form other paks that needed to be appended) to get the image