Okay first off i don't know if this is the right section but i figure that this isn't a technical issue so it should probably go here. So for the past few day's we have been working to unravel how your .ddx texture formats work. We deduced that a .ddx file is just a container file containing 2 .dds files comnpressed with some form of zlib and headers. At first we thought it was something like ((136bit Header. (1st .dds). Header. (2nd .dds)) like older versions of your games but it wasn't and we were wrong. We eventually deduced that it appears the .ddx follows this format ((64bit Header. (12bit File Length). (1st (Smaller).dds). (Unknown). (2nd (Larger).dds). (52bit Header)). We still have no idea how to work and decompress the file as a whole but we did try tearing out the 2 still-compressed .dds files via hex and run them through the zlib libarary via the (decompressobj().decompress() function and we think that we have decompressed the .dds files sans the needed header. So basically the question i wanna ask is does anyone know how the header is worked .ddx files. If we can figure that out i think we would have figured out how to decompress .ddx files altogether. Thanks
Not only the wrong section, I think you've got the wrong forum. What's a .ddx texture ? Skyrim uses .dds textures and there's no need to decompress them.
A DDX texture is a DDS texture in Xbox coding. I doubt you'll get anyone to answer your question here. Discussing the modding of Xbox is taboo. Just saying.