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Ned help creating MBM textures


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Try to just name your texture model000.png, remove the mbm's and load the game. The current texture management within KSP barely uses file extensions any more, so it will work regardless of what file extension is stated in the MU file. Extensions in there likely only exist for backward compatibility.

Afaik, MBM is a proprietary file format created for KSP. A small header + uncompressed rgba32/rgb24 data. It's crap and you shouldn't use it, but can find details about it in for example this source: http://forum.kerbalspaceprogram.com/threads/47068-mbm-Texture-File-Converter

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