This app is a tool to convert KA3D/Fusion Engine assets back to their general format:
- .ntx -> Img/Tex -> .png/.jpg/.tiff
- .hgr -> Assets/Objects
[NOTE: not all .hgr files (KA3D engine's gamedata, leveldata, prefabs, etc.) can be directly converted into existing files]
KA3D stores images and textures as binary NTX files (written using buffer-writer), thus can be read using any buffer-reader. It is made up of three parts: Header, Colour Palette, and Pixel Data.
[All the data in header is of size 'uint16_t']
Header:
- Version (Engine or Converter)
- [Width, Height]
- Format (KA3D Image Data Format | Not the actual image format) - How to efficiently store 'data'
- Palette Size - for reading the colour palette
- Flags(unused)
- User Flags (unused)
Colour Palette: Next in buffer of size 'Palette Size' from the header; It is an array of all the colours that may be present in an image. Size limited to 256 unique colours.
Pixel Data: Remaining data in the buffer; Each Pixel contains the index for its colour to lookup in the colour palette.
???
What it looked like: What it should look like:
This intepolating artifact occurred simply because of the swap between height and width.