Difference between revisions of "Editing MBM Textures"
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+ | == About MBM file == | ||
+ | 3D model texture used by [[Kerbal Space Program]]; saves textures referenced by the .MU mesh file; used for providing the surface appearance of [[craft]]s and other space objects. | ||
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== Requirements == | == Requirements == | ||
Before we start, we need these tools: | Before we start, we need these tools: | ||
− | + | * Photoshop | |
− | + | * Hex Editor HxD or frhed | |
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== Example == | == Example == | ||
− | Let's take an example of model with two textures. | + | Let's take an example of a model with two textures. |
− | + | * model.mu | |
− | + | * model000.mbm | |
− | + | * model001.mbm | |
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== Editing Textures as .PBM Images == | == Editing Textures as .PBM Images == | ||
− | + | # First, we rename model000.mbm to model000.pbm and model001.mbm to model001.pbm. | |
− | + | # Now, we open model000.pbm with HxD and you will see a picture like this:<br />[[File:Hex 01.png|none]]<br />The first 20 bytes is what makes the MBM format different from PBM - Portable Bitmap Format. | |
− | + | # Also, pay attention to the Magical Number. Each model000.mbm has its own Magical Number, so always make a backup, or write somewhere these first 20 bytes for later, so you are able to restore the image to the original formatting.<br />[[File:Hex 05.png|none]] | |
− | + | # Now, we select them and replace them with one of these 20 bytes and replace them with one of these lines: | |
− | [[File:Hex 01.png| | + | #* For 1024 x 1024 pixel images use this row:<br />[[File:Hex 02.png|none]] |
− | + | #* For 512 x 512 pixel images use this row:<br />[[File:Hex 03.png|none]] | |
− | + | #* For 256 x 256 pixel images use this row:<br />[[File:Hex 04.png|none]] | |
− | + | # Open .PBM images with Photoshop, and do anything you want with it. Then save. Avoid changing texture size, because I haven't tried to change texture size, so I can't tell if it will work correctly or not. | |
− | + | # Now, open the changed .PBM image with HxD again:<br />[[File:Hex 08.png|none]] | |
− | + | # And replace with original 20 bytes that were there:<br />[[File:Hex 06.png|none]] | |
− | + | # And don't forget about the corresponding Magic Number:<br />[[File:Hex 07.png|none]] | |
− | + | # Save and now rename them back from model000.pbm to model000.mbm and model001.pbm to model001.mbm. | |
− | + | # ????? | |
− | + | # PROFIT | |
− | + | # I don't know about other editors if they work with PBM or no, check it at you own risk. | |
− | + | # Also when you writing in HxD be sure that "." is '''0A''' and not '''2E'''. | |
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− | [[File:Hex 05.png| | ||
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− | [[File:Hex 02.png| | ||
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− | [[File:Hex 08.png| | ||
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− | [[File:Hex 06.png| | ||
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− | [[File:Hex 07.png| | ||
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== Editing Textures as .RAW Images == | == Editing Textures as .RAW Images == | ||
− | + | # Rename the image file extension from .MBM to .RAW | |
− | + | # Remove the first 20 bytes via HEX editor (copy them somewhere with Magical Number) & save file.<br />[[File:Hex 05.png|none]] | |
− | + | # Now, open in Photoshop. This part is a bit tricky, here starts the game "guess images size and amount of channels", but a little bit of mathematics can help you: | |
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− | [[File:Hex 05.png| | ||
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− | For example, after removing 20 first bytes, picture size in bytes is '''1,048,576'''. Let's assume that picture's size is 512 x 512 pixels. | + | For example, after removing 20 first bytes,the picture size in bytes is '''1,048,576'''. Let's assume that picture's size is 512 x 512 pixels. |
I use such formula to calculate: '''Channels * (Depth/8) = Bytes / (Length * Width)''' | I use such formula to calculate: '''Channels * (Depth/8) = Bytes / (Length * Width)''' | ||
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And in our case it means: 1048576/512*512 = 1048576/262144 = 4 channels in 8 bit colors or 2 channels in 16 bit colors. | And in our case it means: 1048576/512*512 = 1048576/262144 = 4 channels in 8 bit colors or 2 channels in 16 bit colors. | ||
+ | ''Channels'' - assumable amount of channels in image. Defaults are 2, 3, 4 & etc. channels. | ||
− | '' | + | ''Depth'' - assumable size in bits of every channels. Defaults are either 8 bit, or either 16 bit. 8 bit means 256 in decimal, so 256*3 channels and 16,777,216 colors. |
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''Length'' - assumable length of images. Defaults are 256, 512, 1024. | ''Length'' - assumable length of images. Defaults are 256, 512, 1024. | ||
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''Bytes'' - exact size of image in bytes after we removed first 20 bytes. | ''Bytes'' - exact size of image in bytes after we removed first 20 bytes. | ||
− | + | # Edit via Photoshop, saving again as RAW image. | |
− | + | # Add first 20 bytes back. | |
− | + | # It should work. For me it does. | |
− | + | # ????? | |
− | + | # PROFIT | |
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== Converting Textures in to .PNG Images and making .MU Model to load them == | == Converting Textures in to .PNG Images and making .MU Model to load them == | ||
− | + | # Rename image file extension from .MBM to .RAW | |
− | + | # Remove first 20 bytes via HEX editor once and for all.<br />[[File:Hex 01.png|none]] | |
− | + | # Now open in Photoshop. Follow previous instructions of how-to open .RAW Image in Photoshop. | |
− | + | # Before editing, Flip image Vertically and save it as .PNG | |
− | [[File:Hex 01.png| | + | # Open '''model.mu''' with HxD hex editor, go the end of the file. You will see this there:<br />[[File:Hex 09.png|none]] |
− | + | # Now, change "mbm" extensions for all images in to "png" and save.<br />[[File:Hex 10.png|none]] | |
− | + | # Now models should load PNG images, instead of MBM. It does for me. | |
− | + | # ????? | |
− | + | # PROFIT | |
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− | + | [[Category:Modding Tutorials]] |
Latest revision as of 04:14, 24 July 2024
Contents
About MBM file
3D model texture used by Kerbal Space Program; saves textures referenced by the .MU mesh file; used for providing the surface appearance of crafts and other space objects.
Requirements
Before we start, we need these tools:
- Photoshop
- Hex Editor HxD or frhed
Example
Let's take an example of a model with two textures.
- model.mu
- model000.mbm
- model001.mbm
Editing Textures as .PBM Images
- First, we rename model000.mbm to model000.pbm and model001.mbm to model001.pbm.
- Now, we open model000.pbm with HxD and you will see a picture like this:
The first 20 bytes is what makes the MBM format different from PBM - Portable Bitmap Format. - Also, pay attention to the Magical Number. Each model000.mbm has its own Magical Number, so always make a backup, or write somewhere these first 20 bytes for later, so you are able to restore the image to the original formatting.
- Now, we select them and replace them with one of these 20 bytes and replace them with one of these lines:
- For 1024 x 1024 pixel images use this row:
- For 512 x 512 pixel images use this row:
- For 256 x 256 pixel images use this row:
- For 1024 x 1024 pixel images use this row:
- Open .PBM images with Photoshop, and do anything you want with it. Then save. Avoid changing texture size, because I haven't tried to change texture size, so I can't tell if it will work correctly or not.
- Now, open the changed .PBM image with HxD again:
- And replace with original 20 bytes that were there:
- And don't forget about the corresponding Magic Number:
- Save and now rename them back from model000.pbm to model000.mbm and model001.pbm to model001.mbm.
- ?????
- PROFIT
- I don't know about other editors if they work with PBM or no, check it at you own risk.
- Also when you writing in HxD be sure that "." is 0A and not 2E.
Editing Textures as .RAW Images
- Rename the image file extension from .MBM to .RAW
- Remove the first 20 bytes via HEX editor (copy them somewhere with Magical Number) & save file.
- Now, open in Photoshop. This part is a bit tricky, here starts the game "guess images size and amount of channels", but a little bit of mathematics can help you:
For example, after removing 20 first bytes,the picture size in bytes is 1,048,576. Let's assume that picture's size is 512 x 512 pixels.
I use such formula to calculate: Channels * (Depth/8) = Bytes / (Length * Width)
And in our case it means: 1048576/512*512 = 1048576/262144 = 4 channels in 8 bit colors or 2 channels in 16 bit colors.
Channels - assumable amount of channels in image. Defaults are 2, 3, 4 & etc. channels.
Depth - assumable size in bits of every channels. Defaults are either 8 bit, or either 16 bit. 8 bit means 256 in decimal, so 256*3 channels and 16,777,216 colors.
Length - assumable length of images. Defaults are 256, 512, 1024.
Width - assumable width of images. Defaults are 256, 512, 1024.
Bytes - exact size of image in bytes after we removed first 20 bytes.
- Edit via Photoshop, saving again as RAW image.
- Add first 20 bytes back.
- It should work. For me it does.
- ?????
- PROFIT
Converting Textures in to .PNG Images and making .MU Model to load them
- Rename image file extension from .MBM to .RAW
- Remove first 20 bytes via HEX editor once and for all.
- Now open in Photoshop. Follow previous instructions of how-to open .RAW Image in Photoshop.
- Before editing, Flip image Vertically and save it as .PNG
- Open model.mu with HxD hex editor, go the end of the file. You will see this there:
- Now, change "mbm" extensions for all images in to "png" and save.
- Now models should load PNG images, instead of MBM. It does for me.
- ?????
- PROFIT