Difference between revisions of "Textures"
From SBOL Project
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m (Admin.tofuman moved page Client-assets-textures to Textures) |
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Revision as of 22:55, 7 August 2018
Format
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.
Structure
0x0000: Short - Texture Count 0x0002: Short - ???? always appears to be 1 0x0004: Pointer Table for Textures. One for every texture Texture Structure: 0x0000: Int - ???? maybe id or MIPMAP detail 0x0004: String (32bytes) Texture name 0x0028: Int - Format 0x002C: Short - Texture Width 0x002E: Short - Texture Height Pixel Entries: Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5 Pixel Structure: 0x00: Number of Pixels + 1 0x01: Blue 0x02: Green 0x03: Red 0x04: Alpha