Difference between revisions of "Editing MBM Textures"
WarStalkeR (talk | contribs) (→Editing .MBM Textures) |
WarStalkeR (talk | contribs) |
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+ | == Requirements == | ||
Before we start, we need these tools: | Before we start, we need these tools: | ||
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• Hex Editor HxD | • Hex Editor HxD | ||
− | + | == Example == | |
Let's take an example of model with two textures. | Let's take an example of model with two textures. | ||
Line 14: | Line 15: | ||
• model001.mbm | • model001.mbm | ||
− | + | == Opening as Portable Bit Map .PBM == | |
01) First we rename model000.mbm in to model000.pbm and model001.mbm to model000.pbm. | 01) First we rename model000.mbm in to model000.pbm and model001.mbm to model000.pbm. | ||
Line 139: | Line 140: | ||
10) Enjoy! | 10) Enjoy! | ||
+ | |||
+ | |||
+ | == Opening as Photoshop Raw Image .RAW == | ||
+ | |||
+ | 01) Rename images file extensions from .MBM to .RAW | ||
+ | |||
+ | 02) Removing first 20 bytes via HEX editor | ||
+ | |||
+ | 03) Editing via Photoshop, saving again as RAW image. | ||
+ | |||
+ | 04) Adding first 20 bytes back. | ||
+ | |||
+ | 05) It should work too. |
Revision as of 21:24, 5 February 2013
Contents
Requirements
Before we start, we need these tools:
• Photoshop
• Hex Editor HxD
Example
Let's take an example of model with two textures.
• model.mu
• model000.mbm
• model001.mbm
Opening as Portable Bit Map .PBM
01) First we rename model000.mbm in to model000.pbm and model001.mbm to model000.pbm.
02) Now we open model000.pbm with HxD and see picture like this:
First 20 bytes is what makes MBM format different from PBM - Portable Bitmap Format.
03) Also, pay attention to Magical Number. Each model000.mbm has it's own Magical Number, so always make backup, or write somewhere these first 20 bytes for later, to restore image to original formatting.
04) 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:
05) Open .PBM images with Photoshop, and do anything you want with it. Then save. Avoid changing texture size, because I didn't tried to change texture size, so I can't tell if it will work correctly or not.
06) Now open changed .PBM image with HxD again:
07) And replace with original 20 bytes that were there:
08) And don't forget about corresponding Magic Number:
09) Save and now rename back model000.pbm in to model000.mbm and model001.pbm to model000.mbm.
10) Enjoy!
Opening as Photoshop Raw Image .RAW
01) Rename images file extensions from .MBM to .RAW
02) Removing first 20 bytes via HEX editor
03) Editing via Photoshop, saving again as RAW image.
04) Adding first 20 bytes back.
05) It should work too.