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Helped needed - converting MBM textures to PNGs for KerbPaint


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Hello!

I need help with the mbm to png converter someone made, saying as I am not stealing the textures I just want to modify them. I am using a mod called kerbPaint which requires .png or .jpeg images for texturing, reason I need the mbm's converted is so their compatible with the texturing I plan on doing. That said, I cannot figure out how to use unity and would like a few mods to be converted if it isn't that hard for you pro-unity users, I would like to convert KAX, pWings (some are already done), and TVPP new parts (and re-sized parts!). (Links later.) Once you pro-unity users have those converted send them to me somehow, I don't care how, just somehow. I will send them to the mod creator with the ones he's lacking (the ones he wants) and I will keep the rest. (Along with sending them to you people who want them as long as I can!)

Now the links:

MBM Converter: http://forum.kerbalspaceprogram.com/threads/47068-mbm-Texture-File-Converter

kerbPaint: http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-(September-23rd)-(Same-Old-Still-Works!)

KAX: http://forum.kerbalspaceprogram.com/threads/76668-0-23-5-Kerbal-Aircraft-Expansion-(KAX)-v2-2-1-Now-With-100-More-Helicopters

pWings: http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7

TVPP: http://www.curse.com/ksp-mods/kerbal/220695-taverios-pizza-aerospace

Reply to/Contact me for any further information!

Edited by sumghai
Edited thread title for clarity
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This is a huge job you realise, right? It would require recompiling, (or possibly hex-editing) every .mu file. You can't just change the textures and expect them to work.

Yes I know this is a big task, but I am giving you guys the tools to change the files FROM .mbms to .pngs, if hex editing is needed then I personally will look into it.

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Cpt. Kipard: Not sure where you're getting that from. Sounds like mastermapmaker is just having trouble using the MBM to PNG converter.

mastermapmaker: what happens when you try to run it? Do the instructions make sense to you?

(Unity shouldn't be needed *at all* in this process...)

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Cpt. Kipard: Not sure where you're getting that from. Sounds like mastermapmaker is just having trouble using the MBM to PNG converter.

mastermapmaker: what happens when you try to run it? Do the instructions make sense to you?

(Unity shouldn't be needed *at all* in this process...)

Unity shouldn't be needed your right, but he has in the code "using UnityEngine;" which forces it to be used with unity and I don't even know how to use unity on the most basic level, yes the instructions make sense, just I don't know how to even load stuff.....
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Cpt. Kipard: Not sure where you're getting that from. Sounds like mastermapmaker is just having trouble using the MBM to PNG converter.

What I'm seeing is a request to modify every one of those mods to use PNGs instead of MBMs. That requires editing of every MU file in a hex editor to refer to PNGs instead of MBMs or recompiling every model to use PNG, which is just insane. You're unlikely to get source files to recompile yourself, and you're unlikely to see original mod authors or maintainers to recompile them for you. Your only way is hex editing.

I don't even know if there's a hex editor that can batch-replace text in multiple files across a complex directory structure. If there's not, you're in for some veeeeery tedious work. It looks like more effort than it's worth.

Also in the unlikely event that you succeed, there's still the question of releasing modified works, if indeed you're planning on releasing them. You need to make sure the license allows that.

Edited by Cpt. Kipard
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Uh, no, it really doesn't. It hasn't since 0.20.

The way KSP loads models, all it cares about is the name before the extension for a texture. That is converted to a ResourceURL, exactly the same kind you use in MODEL nodes (path/to/file/without/extension) when overriding a texture path. If you convert an MBM to png and delete the MBM, KSP will happily use the PNG instead.

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What I'm seeing is a request to modify every one of those mods to use PNGs instead of MBMs. That requires editing of every MU file in a hex editor to refer to PNGs instead of MBMs or recompiling every model to use PNG, which is just insane. You're unlikely to get source files to recompile yourself, and you're unlikely to see original mod authors or maintainers to recompile them for you. Your only way is hex editing.

I don't even know if there's a hex editor that can batch-replace text in multiple files across a complex directory structure. If there's not, you're in for some veeeeery tedious work. It looks like more effort than it's worth.

Also in the unlikely event that you succeed, there's still the question of releasing modified works, if indeed you're planning on releasing them. You need to make sure the license allows that.

Okay, did you not see the MBM converter I linked? It will convert MBMs to PNGs, all you need to do is load the part and run the script, there you go PNG! I'm not asking to make the mod use PNGs, I'm asking to help me convert them to PNGs so I can make another mod use it. kerbPaint only allows JPEG and PNG file formats and saying as that converts them to PNGs allows me to use them with kerbPaint.

And the part about releasing them, I don't plan on releasing them publicly, the people who help me will get the files they want and I will also send them to the kerbPaint developer, so it's not an exact release I'm forcing him to get the perms and only letting contributors get them.

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mbm to png converters that do not need unity to work do exist. I found one at another website with a google search. Unless, your just looking for someone to do all the work for you, in which case, good luck.

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mbm to png converters that do not need unity to work do exist. I found one at another website with a google search. Unless, your just looking for someone to do all the work for you, in which case, good luck.

I think I know of the one your speaking of, I tried it before posting this and it seemed to not work and the detailed "readmes" were non-existent and bear in mind I still have to do the texturing for kerbPaint, all I want is the PNGs and I'll do the kerbPaint stuff.

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Uh, no, it really doesn't. It hasn't since 0.20.

The way KSP loads models, all it cares about is the name before the extension for a texture. That is converted to a ResourceURL, exactly the same kind you use in MODEL nodes (path/to/file/without/extension) when overriding a texture path. If you convert an MBM to png and delete the MBM, KSP will happily use the PNG instead.

Good. Now I know, and knowing is half the battle. How do you acquire this knowledge anyway?

PS.

"Uh" sets a horrible tone.

Edited by Cpt. Kipard
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The one that works in the command prompt is dead simple and has never given me a problem. Add it to your path, open a command prompt in the folder with the mbm, and type mbm2png <filename> and hit enter.

Bingo. Done.

Cpt. Kipard: Pretty sure it was in one of the stickies about the new GameDatabase system. I.e. that all models and all textures are loaded independently, and only linked via URL once ingame.

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The one that works in the command prompt is dead simple and has never given me a problem. Add it to your path, open a command prompt in the folder with the mbm, and type mbm2png <filename> and hit enter.

Bingo. Done.

Cpt. Kipard: Pretty sure it was in one of the stickies about the new GameDatabase system. I.e. that all models and all textures are loaded independently, and only linked via URL once ingame.

Oh....that's how it works! Thanks, NathanKell, then I will take this in my own hands then, if it doesn't work I will say...

EDIT:

It worked fine! Thanks for telling me how to do it! I can close this thread then...if I can figure out how/one of you can... Now I can edit these images to be compatible (plus write the configs for them.....)!

Edited by sumghai
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