Particles, Effects and Shaders (.PRT/.EFT/.SHT)

Timbab

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#1
Any likelihood that one of you cracks them fully, ever? I'm guessing most of the control over the actual .dds's (in the case of .PRT's) is still hidden away (it has to be, doesn't make sense otherwise).

While .PRT's would be interesting, the same applies to .EFT and .SHT, though these are fine for the most part I guess, regardless, would be interesting if there is anything useful still in there.

I posted about it on XeNTaX, but it's dead quiet over there.
 

rosuto

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Aug 1, 2011
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#2
Didnt quite see this anywhere, so figure I would dump some data pertaining to .SHT while I have been digging through them. I've gone through approx 6000 shader files so far

Texture codes, note all of these are written backwards in hex

Code:
CUBE	Unknown	will not open in photoshop, only found with water
DCAL	decal	
DETA	detail	
DIRT	dirt	
DTLA	detail A
DTLB	detail B	
EMIS	Emissions??	Only one found
ENV	environment	multi area maps
HUEB	Hue map	              black and white
IRID	Unknown	              Only two found, one looked normal, other one like I was on drugs
LKUP	Look up	              Usually gradients
MAIN	diffuse	              main texture
MASK	mask
MFFP	unknow                 Only found once with the water shader.
NRML	normal	
REP0		              resource crate icon
SCRN	screen?	              only one found, used with light
SPEC	specular
And how they go together. Not sure if the order really means anything, but seems like certain texture codes have to go together.

DCAL DIRT DTLA DTLB MAIN
DCAL DTLA DTLB MAIN MASK
DCAL MAIN MASK
DCAL MAIN NRML
DETA DIRT MAIN
DETA MAIN NRML
DETA MAIN SPEC
DETA MAIN
DIRT DTLA DTLB LKUP MAIN
DIRT DTLA DTLB MAIN MASK NRML
DIRT DTLA DTLB MAIN MASK SPEC
DIRT DTLA DTLB MAIN MASK
DTLA DTLB MAIN MASK
EMIS MAIN
ENVM HUEB MAIN SPEC
ENVM LKUP MAIN MASK
ENVM LKUP MAIN SPEC
ENVM MAIN MASK SPEC
ENVM MAIN MASK
ENVM MAIN SCRN SPEC
ENVM MAIN SPEC
ENVM MAIN
HUEB MAIN
IRID MAIN SPEC
LKUP MAIN NRML
LKUP MAIN SPEC
MAIN MBRN
MAIN NRML
MAIN REP0
MAIN SPEC
MAIN
MFFP CUBE MAIN NRML
 

Aigik

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Sep 16, 2010
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#3
rosuto said:
Didnt quite see this anywhere, so figure I would dump some data pertaining to .SHT while I have been digging through them. I've gone through approx 6000 shader files so far

Texture codes, note all of these are written backwards in hex

Code:
CUBE	Unknown	will not open in photoshop, only found with water
DCAL	decal	
DETA	detail	
DIRT	dirt	
DTLA	detail A
DTLB	detail B	
EMIS	Emissions??	Only one found
ENV	environment	multi area maps
HUEB	Hue map	              black and white
IRID	Unknown	              Only two found, one looked normal, other one like I was on drugs
LKUP	Look up	              Usually gradients
MAIN	diffuse	              main texture
MASK	mask
MFFP	unknow                 Only found once with the water shader.
NRML	normal	
REP0		              resource crate icon
SCRN	screen?	              only one found, used with light
SPEC	specular
And how they go together. Not sure if the order really means anything, but seems like certain texture codes have to go together.

DCAL DIRT DTLA DTLB MAIN
DCAL DTLA DTLB MAIN MASK
DCAL MAIN MASK
DCAL MAIN NRML
DETA DIRT MAIN
DETA MAIN NRML
DETA MAIN SPEC
DETA MAIN
DIRT DTLA DTLB LKUP MAIN
DIRT DTLA DTLB MAIN MASK NRML
DIRT DTLA DTLB MAIN MASK SPEC
DIRT DTLA DTLB MAIN MASK
DTLA DTLB MAIN MASK
EMIS MAIN
ENVM HUEB MAIN SPEC
ENVM LKUP MAIN MASK
ENVM LKUP MAIN SPEC
ENVM MAIN MASK SPEC
ENVM MAIN MASK
ENVM MAIN SCRN SPEC
ENVM MAIN SPEC
ENVM MAIN
HUEB MAIN
IRID MAIN SPEC
LKUP MAIN NRML
LKUP MAIN SPEC
MAIN MBRN
MAIN NRML
MAIN REP0
MAIN SPEC
MAIN
MFFP CUBE MAIN NRML
EMIS probably stands for "emissive", which is a texture usually kept on the alpha channel to control glow intensity. For example, to get a computer screen to glow, or a lamp to light up.
 

rosuto

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Aug 1, 2011
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#5
Some more data and thoughts.

TXMSFORM --> TXM FORM --> 0001DATA
The first 4 bytes after data will be one of the following: 0, 512, 131072, or 131584
The next 3 bytes will always be 2 2 2 or in hex 02 02 02

I have no idea what it means

TCSS Codes:

DCAL
DETA
DIRT
DOT3
DTLA
DTLB
MAIN
MASK
NMRL
REP0
OPEN
SCRN
SPEC

AVRS Codes:

DCAL
HUEB
MAIN
MASK
SPEC

Some rules that pop up:

SPEC is optional, but usually listed in AVRS and maybe TCSS, can even be listed without being an actual texture code in use
MAIN must be listed in TCSS
DOT3 is only used when NMRL is used in TCSS

Most of the used texture codes are listed under TCSS and sometimes under AVRS, no idea what either of them stands for. Every TCSS and AVRS code is followed by a number. Starting at Zero and going up from there. My thoughts are that these are layering numbers. MAIN is usually 0, DTLA and DTLB are always one digit away from each other, and multiple textures can be in the same layer. DOT3 is always listed in the highest layer, either alone or with another texture.

Examples

TCSS: DCAL 3 DIRT 0 DTLA 1 DTLB 2 MAIN 0
TCSS: DTLA 0 DTLB 1 MAIN 0 MASK 2
TCSS: DIRT 3 DOT3 4 DTLA 0 DTLB 1 MAIN 0 MASK 2 NMRL 0

AVRS seems to fold into the TCSS layering
TCSS: DETA 1 MAIN 0 AVRS: MAIN 1 SPEC 1
TCSS: DETA 1 MAIN 0 AVRS: MAIN -128

Layer numbers listed were: -128, 0, 1, 2, 3, 4
 
Jul 27, 2011
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#7
BAH~ should have kept my Notes on .PRT files
http://www.youtube.com/watch?v=9_o-aDUiLq0
Went a bit furthor, and made Looping Particles form the Fog Effects... which i had Artillery Fall from the Sky for a friend's RP project.

I will try to work with these again, with NGE SWG gone, not much i can do.(No ST)
 

Timbab

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#8
Do share when you do please! : >

I haven't looked into them too deep yet, it was more of a hex (which I suck at) nightmare than anything else.
 

Timbab

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#9
Thought I'd post an update on .SHT/.EFT files. Going to make something a lot more formal in the coming days, though.

Just to make clear though, the MID and VNE have an actual space (Chr(20)) in front of them, so " MID" and " VNE".


This should be a complete list of all of them, I know I got all the PreCU ones for sure, fairly confident I got all post, too.

Another thing to note, I'm not sure how 'hardcoded' these are, I experimented with them before and they seem to accept anything as long as it's 4 bytes, really, you just have to use whatever you used in every chunk where it needs to be, so it's consistent, since they just seem to look for X and then do Y with it, if that makes sense.

Code:
    Hex                In File          Reversed      "Full" Typed out

38323141             821A             A128             A128
30303041             000A             A000             A000
48504C41             HPLA             ALPH             Alpha
31504C41             1PLA             ALP1             Alpha - 1
32504C41             2PLA             ALP2             Alpha - 2
33504C41             3PLA             ALP3             Alpha - 3
30585541             0XUA             AUX0             Auxiliary (AUX0)
4B434C42             KCLB             BLCK             Black	
444E4C42             DNLB             BLND             Blend	
304E4C42             0NLB             BLN0             Blend - 1
314E4C42             1NLB             BLN1             Blend - 2
424F4C42             BOLB             BLOB             Blob			
4D554C42             MULB             BLUM             Bloom			
534C4543             SLEC             CELS             Celestial
45425543             EBUC             CUBE             Cube
4D524E43             MRNC             CNRM             Cube Normal
4C414344             LACD             DCAL             Decal
41544544             ATED             DETA             Detail A
42544544             BTED             DETB             Detail B
204D4944              MID             DIM              Dimension (DIM)
54524944             TRID             DIRT             Dirt
33544F44             3TOD             DOT3             DOT3
53494D45             SIME             EMIS             Emissive
4D534D45             MSME             EMSM             Emissive Map
20564E45              VNE             ENV              Environment
4D564E45             MVNE             ENVM             Environment Mask
574F4C47             WOLG             GLOW             Glow	
4C514948             LQIH             HIQL             High Quality
42455548             BEUH             HUEB             Hue B
44495249             DIRI             IRID             Iridescent
5052454C             PREL             LERP             Linear Interpolation
4156414C             AVAL             LAVA             Lava			
304C564C             0LVL             LVL0             Level - 1
314C564C             1LVL             LVL1             Level - 2
324C564C             2LVL             LVL2             Level - 3
334C564C             3LVL             LVL3             Level - 4
50554B4C             PUKL             LKUP             Lookup			
4E49414D             NIAM             MAIN             Main			
4B53414D             KSAM             MASK             Mask			
4E52424D             NRBM             MBRN             Membrane			
5046464D             PFFM             MFFP             MFFP			
4D534E4D             MSNM             MNSM             MNSM			
4C4F484E             LOHN             NHOL             No HLSL Lighting	
53494F4E             SION             NOIS             Noise
4C4D524E             LMRN             NRML             Normal
4E45504F             NEPO             OPEN             Open UV
594C564F             YLVO             OVLY             Overlay
41455250             AERP             PREA             Pre Alpha
41545350             ATSP             PSTA             Post Alpha
30504552             0PER             REP0             Replace Decal		
57444853             WDHS             SHDW             Shadow
4E494853             NIHS             SHIN             Shine
594B535F             YKS_             _SKY             Sky
4C414D53             LAMS             SMAL             Small
54464F53             TFOS             SOFT             Soft				
43455053             CEPS             SPEC             Specular (SPEC)
4D435053             MCPS             SPCM             Specular Map (SPCM)
4E524353             NRCS             SCRN             Screen			
54584554             TXET             TEXT             Texture
30584554             0XET             TEX0             Texture - 1
31584554             1XET             TEX1             Texture - 2	
52435356             RCSV             VSCR             VSCR			
52544157             RTAW             WATR             Water			
574C4257             WLBW             WBLW             WBLW

I didn't manage to 'translate' all, anyone got any ideas for these?

A000
A128 - Punchout related
MFFP - MF Far Plane? Water related / water.eft or .sht, forgot
MNSM - ? Main Normal Small Map? e_planet .eft's - cloud, detal, detal + emismap, simple
VSCR - holonet.sht
WBLW = White Black Light Water? e_particle_underwater_alpha.eft