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MBM to PNG file converter


Mach_XXII

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Any image editor that can import RAW data, ditch 20 header bytes and (optionally) flip horizontally, in conjunction with saving as PNG files can do that. Such as IrfanView.

Then again, depending on what you want to do, there are indications that you should refrain from doing that. A couple of days ago I read somewhere here on the forums about the pros and cons of mbm, tga and png. Something with loading times, compression and decompression at runtime, but for the life of it I just can't find it anymore ... Perhaps you or someone else may be luckier in finding it.

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I personally use taniwha's Blender .mu import/export add-on - once the original game models are imported into Blender, I can then save each of the textures individually in PNG format.

An added bonus is that the imported models show you exactly how the stock parts were UV-mapped.

Sumghai, I use this plugin for this very reason...however i am having trouble getting the parts to load my custom textures. I pull the UV's and original textures for the parts (using the UV overlays as a reference) and load them with Gimp, then create my altered textures..save them as PNG.. Put the new textures in the parts folder with the Vanilla textures and try and add arguments to the part CFG to get it to default to the custom PNG texture that i create. I can't get it to load them though...they just end up untextured in game. Could you pretend i am a really SLOW and give me proper format for the argument in the CFG for this. I have tried a a couple of ways, like adding after the mesh = line ..

texture = partPathinGamedata\newTexture // using appropriate part path and texture of course.

and Ive tried deleting mesh = line..and replaced with

MODEL

{

model = partPathinGamedata\vanillaModel

texture = vanillaTexture, partPathinGamedata\newTexture

}

Does this look right? i cant figure out what I'm doing wrong ...or if this kind of implementation just doesn't work?? any Help?

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