Difference between revisions of "Editing MBM Textures"

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== 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:<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:
 
#* 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'''.
 
 
== 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:
 
 
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.<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
 
# 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
 
 
[[Category:Modding Tutorials]]
 

Revision as of 17:58, 17 March 2017