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Is it possible to open a texture???


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tried to retexture, but can only open the mods players made, what is the Psion Series 5 Bitmap (.mbm), can I open it, I got cs 6 photoshop, wonder if there is a pluging I need?

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ty wasn`t sure I was in the right place, I see now a post for texture and pluging, but how do they open up the texture if u want to retexture a vanilla texture???

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Uh, no, it's a custom format for KSP. You can load it as RAW in photosohop: 20 byte header, set # of channesl based on file size (multiple of 3, 3 channel; multiple of 4, 4 channel), and dimensions as appropriate.

Or, much easier and more reliable. Use the PNG converter.

http://kerbal-space-parts.com/space/modpart-mbm-to-png-file-converter-863.html

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ty, it seemed easy, but I can`t get it to work, I though I would click and it would convert the textures , but its prob harder then that, I might just forget about it

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Place the executable in the same folder as the texture

Open a command prompt there

type

mbm2png [name of the file you want to convert]

press enter

Or just drag the mbm texture file onto the mbm2png.exe.

The only problem I've run into using the converter rather than manually editing the .RAW file is that it doesn't always handle transparency well. Sometimes the texture will end up with the transparency layer applied on top with no obvious way to remove it.

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Or just drag the mbm texture file onto the mbm2png.exe.

The only problem I've run into using the converter rather than manually editing the .RAW file is that it doesn't always handle transparency well. Sometimes the texture will end up with the transparency layer applied on top with no obvious way to remove it.

Looks like both this conversion tool and unity script does the same mess unfortunately, I remember someone told about (another ?) a tool which doesn't do it, but unable to found it. It was not too far back in time as two threads were about mbm texture format handling was added almost one after another.

For anyone interested I found a "workaround" for this transparency issue: convert the PNG file into JPG (which doesn't handle transparency, any other format like this may do the job), so bye bye bad alpha channel.

Edited by Justin Kerbice
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If you're using Photoshop, that's because it has a horrible png importer. Get the SuperPNG plugin

No Gimp.

But I'm not surprise as PNG was supposed to be a free alternative to GIF format, and Adobe is not really the kind of company to be ok with such open format.

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Ah! I've been having the mostly transparent texture issue for ages now.

I thought it was some magical Squad texturing technique.

669c31a29e.jpg

If the tip with Gimp or the SuperPNG works it will be amazing.

Thanks for this!

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Hi, sorry to bump this.

But opening a texture with gimp, it is still transparent.

See the stock RCS tank.

This is the correct texture. KSP uses the KSP/Specular shader on this material. If you look at the shader code in Unity, it uses the texture's alpha channel as a multiplier for specular highlighting.

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Under GIMP I think you should be able to

deselect layers RGB leaving only A

Copy all of layer A

Create layer mask > alpha

switch to layer mask and paste

layer > transparency > remove alpha layer (it's still there as the Layer Mask, you might need to lock RGB layers?)

right click Layer Mask > Disable

unhide RGB layers

underlaying RGB image should now be visible

The alpha channel is still there on the mask, re-enable before you export and it should (hopefully) be fine?

TLDR; Layer mask > transparency is the only decent way to deal with RGB(A) images under GIMP

Good luck!

Edited by NoMrBond
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Under GIMP I think you should be able to

deselect layers RGB leaving only A

Copy all of layer A

Create layer mask > alpha

switch to layer mask and paste

layer > transparency > remove alpha layer (it's still there as the Layer Mask, you might need to lock RGB layers?)

right click Layer Mask > Disable

unhide RGB layers

underlaying RGB image should now be visible

The alpha channel is still there on the mask, re-enable before you export and it should (hopefully) be fine?

TLDR; Layer mask > transparency is the only decent way to deal with RGB(A) images under GIMP

Good luck!

Thanks for the help, I can't understand why one of the only open format ever create so much troubles for apps to deal with it ! Unbelievable ! The more open a format is, the less it is supported.

The bold quotation seems to don't work, you may either have not explain well or is not what you explain as copying content (CTRL-A then CTRL-C) and paste it (CTRL-V) create a floating selection which can't be converted into a layer, and AFAIK Gimp doesn't not allow to paste content other than this way (floating selection).

I have tried all relevant paste options (paste, paste into, paste as new layer, only this last one works a bit).

Anyway, those steps seems to don't be really needed, adding a mask and removing alpha channel of source pic looks like to be ok.

(Gimp 2.8.10 on windows)

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