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mbm. file questions


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So I've been trying to learn how to make parts for KSP and I'm trying to learn how to make good textures. The problem I'm having is that I see most people using mbm. files to store their textures and I have no idea what mbm. files are.

So my questions are....

1.) How do you make an mbm. file?

Answer:

Assuming you have Unity and the KSP PartTools 0.23 package installed on your computer, PartTools will allow you to export textures from TGA/PNG formats to MBM.

2.) Are they used to store more than one texture?

Answer:

Each MBM file can only have one texture, but you can reference multiple MBM files per part (just as long as each mesh only uses one texture

Next Question:

So what your saying is that if a part has 3 meshes that make up 1 model then I can use 3 MBM files (each holding 1 texture for each mesh) to give the 3 seperate meshes a texture? But then how do I tell the MBM file to work for that certain mesh?

Answer:

You can, but don't have to - a small set of texture files can be shared amongst a larger number of meshes. Just remember that each mesh can only use one material at a time.
But then how do I tell the MBM file to work for that certain mesh?

You don't tell the MBM anything, because it's just an image file*.

When exporting your part through Unity/KSP PartTools, the resulting .MU model file will already contain information defining which texture/material gets applied to which mesh.

*In fact, the MBM texture format isn't compulsory, because KSP also supports PNG/TGA part textures. PNG is popular amongst add-on authors because they can be easily edited without having to go through the format conversion shenanigans. The reason MBM exists in the first place is because PNGs need to be uncompressed before loading, whereas MBM's don't.

3.) How do you open the mbm. files or do you need a converter tool to change it from mbm. to JPEG?

Answer:

The MBM file format is proprietary to SQUAD, and no third-party editor can directly open/edit them.

That being said, there is a workaround using taniwha's Blender .mu import/export add-on:

- Import a KSP MU part model file in Blender using the aforementioned add-on

- In the Image/UV Editor pane, you will find the texture images, which can be re-exported to PNG/TGA

- Edit the PNG/TGA textures using a graphics program like Adobe Photoshop or Adobe Fireworks

- Re-export them back to MBM using Unity and KSP PartTools

Other questions will be asked when I can think of them.

Edited by Recognize-Me-
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1.) How do you make an mbm. file?

Assuming you have Unity and the KSP PartTools 0.23 package installed on your computer, PartTools will allow you to export textures from TGA/PNG formats to MBM.

2.) Are they used to store more than one texture?

Each MBM file can only have one texture, but you can reference multiple MBM files per part (just as long as each mesh only uses one texture

3.) How do you open the mbm. files or do you need a converter tool to change it from mbm. to JPEG?

The MBM file format is proprietary to SQUAD, and no third-party editor can directly open/edit them.

That being said, there is a workaround using taniwha's Blender .mu import/export add-on:

- Import a KSP MU part model file in Blender using the aforementioned add-on

- In the Image/UV Editor pane, you will find the texture images, which can be re-exported to PNG/TGA

- Edit the PNG/TGA textures using a graphics program like Adobe Photoshop or Adobe Fireworks

- Re-export them back to MBM using Unity and KSP PartTools

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Each MBM file can only have one texture, but you can reference multiple MBM files per part (just as long as each mesh only uses one texture

So what your saying is that if a part has 3 meshes that make up 1 model then I can use 3 MBM files (each holding 1 texture for each mesh) to give the 3 seperate meshes a texture? But then how do I tell the MBM file to work for that certain mesh?

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Each MBM file can only have one texture, but you can reference multiple MBM files per part (just as long as each mesh only uses one texture)
So what your saying is that if a part has 3 meshes that make up 1 model then I can use 3 MBM files (each holding 1 texture for each mesh) to give the 3 seperate meshes a texture?

You can, but don't have to - a small set of texture files can be shared amongst a larger number of meshes. Just remember that each mesh can only use one material at a time.

But then how do I tell the MBM file to work for that certain mesh?

You don't tell the MBM anything, because it's just an image file*.

When exporting your part through Unity/KSP PartTools, the resulting .MU model file will already contain information defining which texture/material gets applied to which mesh.

*In fact, the MBM texture format isn't compulsory, because KSP also supports PNG/TGA part textures. PNG is popular amongst add-on authors because they can be easily edited without having to go through the format conversion shenanigans. The reason MBM exists in the first place is because PNGs need to be uncompressed before loading, whereas MBM's don't.

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You can, but don't have to - a small set of texture files can be shared amongst a larger number of meshes. Just remember that each mesh can only use one material at a time.

You don't tell the MBM anything, because it's just an image file*.

When exporting your part through Unity/KSP PartTools, the resulting .MU model file will already contain information defining which texture/material gets applied to which mesh.

*In fact, the MBM texture format isn't compulsory, because KSP also supports PNG/TGA part textures. PNG is popular amongst add-on authors because they can be easily edited without having to go through the format conversion shenanigans. The reason MBM exists in the first place is because PNGs need to be uncompressed before loading, whereas MBM's don't.

Alright I thought you could only use 1 PNG texture per model, but what you're saying is that I can just use 3 PNG textures for 1 model?

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Alright I thought you could only use 1 PNG texture per model, but what you're saying is that I can just use 3 PNG textures for 1 model?

To clarify:

- A part model can have more than one mesh object

- Each mesh object can only have one texture assigned to it (Unity material definition limitation)

- Meshes can share textures

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To clarify:

- A part model can have more than one mesh object

- Each mesh object can only have one texture assigned to it (Unity material definition limitation)

- Meshes can share textures

What do you mean by "Meshes can share textures"?

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