How do I decompress .Res files?


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#1 duanem

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Posted 15 July 2005 - 07:51 PM

I downloaded the program from Noviks site but I can't figure out how to use it. A little help would be appreciated. Thanks.

#2 vs322

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Posted 15 July 2005 - 11:27 PM

Not being able to read Russian; I didn't know that there was a res extractor- if you can get it working please share. I have been loading up textures in the SS editor and then doing a windows screen to clipboard and then pasting it in Photoshop and editing it to the right size... Having all that stuff unpacked would be a huge time saver.
Good luck, sorry I can't be of any help.
-vs

#3 duanem

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Posted 16 July 2005 - 03:46 AM

This is the post where I first heard of the program. Try it out.

Run_The_Shadows, on Feb 13 2004, 02:24 AM, said:

The co-founder of the mod I'm working on has written This MMP->TGA converter for an easy way to change the textures into an editable format
To get to the MMP files, you'll need
This extracter to decompress the .res files.

<{POST_SNAPBACK}>



#4 KoMik

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Posted 16 July 2005 - 10:59 AM

If I don't remember wrong it works like drag'n'drop .RES-files to extracter-file. It extract lots of MMP-files to that folder (but not all... I have had some error messages).

And same with MMP->TGA, 1-20 MMP-files at time (my cpu goes mad if I try more than that). k

#5 duanem

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Posted 16 July 2005 - 05:28 PM

Thanks for the info.That's what I thought but it doesn't seem to work. I'll try again.

#6 vs322

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Posted 16 July 2005 - 09:15 PM

where did you guys get the .res extractor? It's not on the file section here. (are you there slaughter?)-  Having the MMP2TGA File Converter v1.2 hosted here too would not be a bad idea either-
-vs

edit:
Ok- got the res extractor and extracted the textures no problem.

about how the res extractor works; open up a command window (run:cmd) and put the rextract.exe in the ss/res directory... in the cmd window go to the res directory and just type 'rextract FILE_TO_EXSTRACT.res'. It puts them all right in that directory so I'd move them and keep that dir clean...

#7 vs322

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Posted 16 July 2005 - 10:17 PM

So... to those of you who are extracting textures already: I'm confused about what the numbering system that is used for these files, are they absolute database entry numbers or something- because I can't find a correlation between texture Ids and the # the files use

Any guidance?
-vs

#8 vs322

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Posted 16 July 2005 - 10:29 PM

Hey you guys NEED to check out 16786449 ->16786449 from the texture res(from SSS)--- I don't want to spoil the surprise, but it looks like a lot more sci-fi elements were going to be in SS/SSS take a look

#9 Slaughter

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Posted 17 July 2005 - 08:45 AM

vs322, on Jul 16 2005, 11:15 PM, said:

where did you guys get the .res extractor? It’s not on the file section here. (are you there slaughter?)-  Having the MMP2TGA File Converter v1.2 hosted here too would not be a bad idea either-
-vs

edit:
Ok- got the res extractor and extracted the textures no problem.

about how the res extractor works; open up a command window (run:cmd) and put the rextract.exe in the ss/res directory… in the cmd window go to the res directory and just type ‘rextract FILE_TO_EXSTRACT.res’. It puts them all right in that directory so I’d move them and keep that dir clean…

<{POST_SNAPBACK}>

Well, do we have it hosted here? Where is it if so? And where do I get it if not? :P


#10 KoMik

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Posted 17 July 2005 - 11:54 AM

Quote

Hey you guys NEED to check out 16786449 ->16786449 from the texture res(from SSS)--- I don't want to spoil the surprise, but it looks like a lot more sci-fi elements were going to be in SS/SSS take a look
I'm not sure what you mean but when I checked TGAs (5months ago) I found a ALIEN texture... it was red and looked pretty much like a X-COM style alien.

I just wonder what was NIVAL-ss-crew plan to that texture: Are they actually planning and making (right now) some kind of Silent Space Storm game? I sure hope so. Future objects/mobs would be great (I have became pretty bored to those WW2 stuffs). Or maybe it was just a one man 'test-texture' (or is there a model and animations to it? :P ). k

@Slaughter: I think you got it.  :D

#11 vs322

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Posted 17 July 2005 - 04:38 PM

yes- I was looking around and found both a green and red alien texture, pretty weird. There are lots of sci-fi textures in that res- I'm not sure if there are models that go with them or not, but some of them 16786382, for example, actually fit other models in the game- that one is a more hi-tek looking switch. Some of the unused textures are very nice and I plan to find uses for them in my mod-

maybe those alien textures were going to be used in the UFO/PK encounter from the first SS?  If I had maya I'd go un-pack the model's res and see if they made them- The textures defiantly being u/v maps it seems very likely that there are models that go with them.

@Slaughter: maybe it is here somewhere, but not in the ss or sss tools or mod file areas. I got mine from the link that duanem gave.

-vs

(any one know how the res file's numbering is organized? I realize that many of the IDs do correspond to the file names, but there is a large number of files that do not correspond to IDs and vice versa. there is also the large number of  16000000 files and there are no IDs that high.
edit:Ok- so for the files that are over 16000000 you need to subtract 16777216, this works for most of them, there are still some images that I can't find however: like the body for a terror elite, and some others.)

#12 Slaughter

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Posted 17 July 2005 - 10:50 PM

Oh, I hadn't noticed those links. Thanks to both of you!


#13 Novik

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Posted 26 July 2005 - 12:19 PM

vs322, on Jul 17 2005, 07:38 PM, said:

any one know how the res file's numbering is organized?
About Textures.res. Some textures (8888 and ather format) has ONE file. Some (dxt) - TWO.
First file = ID of texture (used for low resolution) , second = ID+0x1000000 (used for high resolution). In second case you can convert with MMP2TGA second file only.

#14 monstaboy

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Posted 25 October 2005 - 05:27 PM

So, I'm a little confused here.  I ran the reXtract.exe on the textures.res file in the ss/res folder from the cmd line.  But the files that it spewed out had no *.mmp extensions, and I can't view them.  Is there something I'm missing.  

Thanks in advance.

#15 vs322

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Posted 26 October 2005 - 05:36 PM

You need the graphics converter that is available in the file section for silent storm, under tools.

Be warned, this converter will not convert every file without problem.
-vs

#16 monstaboy

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Posted 27 October 2005 - 06:08 PM

Thanks.

#17 BentonGrey

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Posted 03 May 2009 - 03:31 PM

Okay, hopefully someone is around who can help me out here.  I have been trying to get these textures extracted for a while now, but I have had no luck.  I've followed the instructions in this thread to the best of my ability, but I still don't seem to have any textures to show for it.  I've tried both dragging and dropping as described, and I've tried using the command line method.  The former does something, listing off file names in a command window, but when it closes, there are no textures in the res directory, or anywhere else I can find.  The command line didn't seem to do much.  It gave me some info about the res extractor, then said Usage: reXtract Resfilename [wildcard].  Can anyone give me a hand?

#18 Slaughter

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Posted 03 May 2009 - 05:13 PM

I tried dragging the .res files into the .exe, and that didn't seem to work for me. The other way did however. Here's what you do:

- Extract reXtract.exe in the Silent Storm res folder
- Open Command (Start->Run... cmd in Windows XP)
- Navigate to your Silent Storm res folder (in my case; e:, cd games, cd silent storm, cd res)
- To extract the contents of Buildings.res, type "reXtract.exe Buildings.res" (without the ")

With that command, the tool will extract all the files inside that res file. They are named 999 etc. with no surname. Hope that helps.


#19 BentonGrey

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Posted 03 May 2009 - 07:09 PM

Okay, I'm just an idiot.  Thanks for the reply Slaughter, I've got it working now.  However, I can't seem to figure out the mmp/tga converter.

#20 Slaughter

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Posted 03 May 2009 - 07:53 PM

Quote

MMP2TGA v1.2
Usage: mmp2tga texture.mmp -r filename.tga
   or
       mmp2tga texture1.mmp texture2.mmp ...

Options:
-r   - rename a file, cannot be used with multiple files
-v   - version
Use the command above in COMMAND. Isn't it working?





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