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Processing RGBA4444 #68
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Thanks for the heads up. @andburn or @mischanix might correct me on this but I think there's a couple of RGBA4444 textures in Hearthstone which work the way it's implemented right now. Would have to compare to see... Which game did you try? Can you link the raw texture binary somehow? |
The game is a hot RPG game in China. It's Chinese name is “恋与制作人”, and it has no English name. The Android package name is And here is the Unity Asset file i used above. 10050.zip |
@moesoha What's the texture name/address in question? |
@jleclanche Just |
It's about big endian and little endian. Apparently here it uses little endian so the |
@UlyssesWu Oops, seems right. |
I don't really know about Unity's implementation. |
@UlyssesWu That's really annoying... Do you have any big endian bundle files? |
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Unity3d files have multiple places where they declare endianness. At the file/bundle level, and at the asset level. It's a bit of a mess and not always consistent. But afaik unitypack handles all that. |
@jleclanche I read the codes and did some test. I believe UnityPack parsed endianess properly of assets, but the image unpacked still have a wrong channel order. You said UnityPack works with Hearthstone's RGBA4444 texture, but i failed in the last comment. |
I met a problem when i'm unpacking textures formatted with
RGBA4444
. The unpacked images have a color problem obviously.When I swapping the color channels from
RGBA
toABGR
, the problem solved.I don't know the definition of
RGBA4444
. I don't know the swapping channel just appears in the game I unpacked or Unity defines it in this way. So I prefer to open an issue rather than open a pr.I fix the problem in my fork moesoha/UnityPack:fix-rgba4444.
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