EDIT: I should say FIRST that I can't create proper DDX files, only open them up and tear out the good parts! Please, if you have any relevent skills/knowledge, post or PM me so that we can get this figured out.
I've been a lurker for a while, but I think I finally have something to contribute...
Since folks first started modding Oblivion on XBOX, its been difficult or impossible to get textures working in Bethesda's Gamebryo engine games. This goes for Fallout 3 and New Vegas, too. XBOX and PS3 both use the same mysterious format. You could spend your whole day Googling DDX and come up with nothing but lots of folks with the same problems/questions.
Well, its been nagging at me for several months now, so yesterday I finally decided to take a real look at these files. I'm not much of a programmer, and I've never worked with DDS (or textures of any type, really). I'm just stubborn not too bad when it comes research/experimentation.
So... bored yet? Ok. I'll STFU and show you what I've got...
INTRODUCING MGREED'S EXCLUSIVE DDX EXPOSÉ!
Disclaimer: Though I go on at length about Oblivion and Fallout 3, I've actually only checked this with files from New Vegas...
Right!
So, as far as I can tell, all DDX files are two DDS files sharing the same header that are compressed separately (sans header) using something similar to ZLIB and then concatenated into one file.
Great, huh?
There are basically two copies of the same DDS in each file. The first is simply half the size of the second (they always seem to be in that order). So molerat.ddx has two dds files compressed inside it. The first is 512x512 and the second is 1024x1024. Please remember that they are different sizes, but only have one header. That comes into play later and complicates things a little bit. Update: I'm now not entirely certain about this part. See Post #4
If you open up any DDX file you will see a 136 bytes worth of header. NOW: I have to admit that I'm not sure what role the first 8bytes fill. So what? Neither do you! Stop judging me! We're moving on to the next 128 bytes before my embarrassment and shame prevent me from completing this post. In fact, if you have a DDX open in a hex editor right now, just go ahead and delete the first 8 bytes. We don't want em right now anyway.
The next 128 bytes are your standard DDS header, except that they appear to be big-endian (or in other words: bass ackwards). To get a standard little-endian header you could reverse the order of every 4 bytes manually, or you could just select that section (and ONLY that section, thank you) in a hex editor and byte flip the whole thing (treated as 32bit unsigned long). If you did it right, the first for bytes should be 44 44 53 20 (or DDS followed by a single space, eg. "DDS ")
If you happen to have a hex editor open and are following along, then you will now have a DDX file that is 8 bytes smaller and has a usable DDS header taking up the first 128 bytes. Great, huh? You like having that header? Want to explore it a little bit?
Too bad for you!
Cut those 128 bytes out and paste them in a new file, leaving your DDX without a header. Well... Almost with out a header. I think you could call the next 4 bytes a header, but its not the file's header. They represent the length (starting with the byte immediately following) of the first compressed DDS. Immedietly following that block (again, starting with the very next byte) is the second compressed DDS. As far as I can tell the second block runs right to the end of the file. The last byte of the block is the last byte of the file. Unless your BSA extractor is having trouble and is adding 20 or so extra bytes onto the end of the file. I've seen that a lot...
You might see something like this at the end of your DDX:
If so, just remove "textures\clutter\food\molemeat_n.d" PLUS the one byte before it (which is "$" in this case)Code:J..Zj.......%........a..9$textures\clutter\food\molemeat_n.d
So now what you have what look like two compressed DDS files. They are compressed individually, so you need to find out where the first block ends (by checking the 4 byte header) and splitting the blocks into two separate files (and go ahead and remove the last 4 bytes of header while you are at it). Run each of these files through using the zlib library, but with a tool that will ignore errors! Whatever method is used to compress these doesn't actually create a fully valid zlib stream. In fact, I couldn't decompress the files in python at first. I was using the top-level decompress() included in zlib. I had to use the decompressobj().decompress() because it (apparently) ignores the lack of end_stream in the file.
Once you have the decompressed DDS files, you can add the 128 byte header that you removed earlier back to the top of the file. The larger DDS should open fine, but the smaller one will wither fail to load or look a tiny bit crazy. Its easily fixable though...
--------TO BE CONTINUED--------
Anyway, I'm getting tired of typing, so for now I'll just post a my shitty python script to turn a DDX into two DDS files. (this script assumes windows! if you are on something else, you may have to change it to account for that whole "/" instead of "\" in filepaths thing.)
The script takes 1 argument: the file you want changed! for example:
python script.py molerat.ddx
Yay!
Again: I'm not a programmer, so feel free to clean up that script or offer an alternative:
oh... and i intend to add a credits section and links to my sourcesCode:import zlib, struct, sys, binascii try: import psyco psyco.full() except ImportError: pass def main(fn): ddx = file(fn[0], 'rb') trash = ddx.read(8) sheader = ddx.read(128) header = '' for x in range(1,33): theader = sheader[(x*4-4):(x*4)] header = header + theader[::-1] length = int(binascii.hexlify(ddx.read(4)), 16) dds1c = ddx.read(length) dds2c = ddx.read() dds1d = zlib.decompressobj().decompress(dds1c) dds2d = zlib.decompressobj().decompress(dds2c) header2 = header hheader = binascii.hexlify(header) a1 = hheader[24:26] a2 = hheader[26:28] b1 = hheader[32:34] b2 = hheader[34:36] a = hex(int(a2 + a1, 16)/2)[2:].zfill(4) a = a[2:] + a[:2] b = hex(int(b2 + b1, 16)/2)[2:].zfill(4) b = b[2:] + b[:2] header1 = binascii.unhexlify(hheader[:24] + a + hheader[28:32] + b + hheader[36:]) dds1 = header1 + dds1d dds2 = header + dds2d name = fn[0].split('\\')[-1:][0][:-1] + 's' file(name.split('.')[0] + 'SM.' + name.split('.')[1], 'wb').write(dds1) file(name.split('.')[0] + 'LG.' + name.split('.')[1], 'wb').write(dds2) if __name__=='__main__': sys.exit(main(sys.argv[1:]))


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