Difference between revisions of "Editing MBM Textures"
WarStalkeR (talk | contribs) (→Converting Textures in to .PNG Images and making .MU Model to load them) |
Mustwinfull (talk | contribs) m (Just fixing the grammar, nothing major has been added/removed.) |
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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 | • model.mu | ||
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== Editing Textures as .PBM Images == | == Editing Textures as .PBM Images == | ||
− | 01) First we rename model000.mbm | + | 01) First, we rename model000.mbm to model000.pbm and model001.mbm to model000.pbm. |
− | 02) Now we open model000.pbm with HxD and see picture like this: | + | 02) Now, we open model000.pbm with HxD and you will see a picture like this: |
[[File:Hex 01.png|left]] | [[File:Hex 01.png|left]] | ||
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− | + | The first 20 bytes is what makes the 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. | + | 03) Also, pay attention to the Magical Number. Each model000.mbm has it's 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. |
[[File:Hex 05.png|left]] | [[File:Hex 05.png|left]] | ||
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− | 04) Now we select them and replace them with one of these 20 bytes and replace them with one of these lines: | + | 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 1024 x 1024 pixel images use this row: | ||
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− | 05) Open .PBM images with Photoshop, and do anything you want with it. Then save. Avoid changing texture size, because I | + | 05) 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. |
− | 06) Now open changed .PBM image with HxD again: | + | 06) Now, open the changed .PBM image with HxD again: |
[[File:Hex 08.png|left]] | [[File:Hex 08.png|left]] | ||
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− | 08) And don't forget about corresponding Magic Number: | + | 08) And don't forget about the corresponding Magic Number: |
[[File:Hex 07.png|left]] | [[File:Hex 07.png|left]] | ||
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− | 09) Save and now rename back model000.pbm | + | 09) Save and now rename them back from model000.pbm to model000.mbm and model001.pbm to model000.mbm. |
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== Editing Textures as .RAW Images == | == Editing Textures as .RAW Images == | ||
− | 01) Rename image file extension from .MBM to .RAW | + | 01) Rename the image file extension from .MBM to .RAW |
− | 02) Remove first 20 bytes via HEX editor (copy them | + | 02) Remove the first 20 bytes via HEX editor (copy them somewhere with Magical Number) & save file. |
[[File:Hex 05.png|left]] | [[File:Hex 05.png|left]] | ||
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− | 03) Now open in Photoshop. This part is a bit tricky, here starts game "guess images size and amount of channels", but little bit of mathematics can help you: | + | 03) 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, 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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− | 05) It should work. For me does. | + | 05) It should work. For me it does. |
Line 220: | Line 220: | ||
− | 05) Open '''model.mu''' with HxD hex editor, go the end of the file. You will see there | + | 05) Open '''model.mu''' with HxD hex editor, go the end of the file. You will see this there: |
[[File:Hex 09.png|left]] | [[File:Hex 09.png|left]] | ||
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− | 07) Now | + | 07) Now models should load PNG images, instead of MBM. It does for me. |
Revision as of 18:47, 6 February 2013
Contents
Requirements
Before we start, we need these tools:
• Photoshop
• Hex Editor HxD
Example
Let's take an example of a model with two textures.
• model.mu
• model000.mbm
• model001.mbm
Editing Textures as .PBM Images
01) First, we rename model000.mbm to model000.pbm and model001.mbm to model000.pbm.
02) 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.
03) Also, pay attention to the Magical Number. Each model000.mbm has it's 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.
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 haven't tried to change texture size, so I can't tell if it will work correctly or not.
06) Now, open the changed .PBM image with HxD again:
07) And replace with original 20 bytes that were there:
08) And don't forget about the corresponding Magic Number:
09) Save and now rename them back from model000.pbm to model000.mbm and model001.pbm to model000.mbm.
11) ?????
12) PROFIT
13) I don't know about other editors if they work with PBM or no, check it at you own risk.
14) Also when you writing in HxD be sure that "." is 0A and not 2E.
Editing Textures as .RAW Images
01) Rename the image file extension from .MBM to .RAW
02) Remove the first 20 bytes via HEX editor (copy them somewhere with Magical Number) & save file.
03) 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.
03) Edit via Photoshop, saving again as RAW image.
04) Add first 20 bytes back.
05) It should work. For me it does.
06) ?????
07) PROFIT
Converting Textures in to .PNG Images and making .MU Model to load them
01) Rename image file extension from .MBM to .RAW
02) Remove first 20 bytes via HEX editor once and for all.
03) Now open in Photoshop. Follow previous instructions of how-to open .RAW Image in Photoshop.
04) Before editing, Flip image Vertically and save it as .PNG
05) Open model.mu with HxD hex editor, go the end of the file. You will see this there:
06) Now, change "mbm" extensions for all images in to "png" and save.
07) Now models should load PNG images, instead of MBM. It does for me.
08) ?????
09) PROFIT