i have seen image gallery 1 and 3 in the game, i never got image gallery 2, i cant wait to look at it on my PC, and anything on metroid prime 2 textures? also anyone ever notice how close metroid prime is to halo PC with the halo .map files, someone should just make a spark edit for metroid prime
Nice program thakis! I'm currently writing a PAK explorer thingy in VB based on your code. It's not much at the moment - all it does is list the files in there. I plan to add a hex viewer and dumper to it, and maybe a texture viewer... see how it goes.
One thing I've come across while coding: did you know there are duplicate entries in the pak files? For example, in Metroid1.Pak on Metroid Prime, entry id 0x00392179 tag TXTR is listed twice. It appears that your program overwrites the file extracted from the first entry with the later one. I only found out as I was using the id as a unique key.
Once the compression algorithm for MP2 has been cracked, work can begin on it (actaully, I'm pretty sure it uses the identical file structure as MP1) so basicly, once the decompression has been finished, the viewers and everything used for the first Prime will work for it aswell.
Basically, the .PAK format in MP2 is the same, and can be extracted with the tools for MP1. I think it still uses zlib compression as well. However, the format of the files inside is not the same. I haven't checked that many, but I know that the TXTR and STRG formats are different to how they were in MP1.
That's becasue each of them must be overlayed over a group (or groups). It's just the way Metroid Prime does things I suppose. It might be because the models mainly all use 256x256 sized texture, combing all the textures for a particular object might result in a really large image size, so they minimize size by having smaller, but more textures.
SSBM also does this, but to an even greater extent. A typical character model from MP has about 8 groups, using about 14 textures (which includes shaders, specular maps, etc), while in smash bros, the trophie Young Link has 52 groups, using 39 textures.
Lol and that's not the best example you posted, because I only see 3 textures, not 40 ; )
The Metroid viewer is still under development. You're going to have to wait (for how long? I'm not sure) Until I get the texture placement sorted. Then there's not much left to do with the models, therefore the viewer can be released.