Difference between revisions of "Textures"

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m (Admin.tofuman moved page Client-assets-textures to Textures)
(Structure)
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=Structure=
 
=Structure=
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0x0000: Short - Texture Count
 
0x0000: Short - Texture Count
 
0x0002: Short - ???? always appears to be 1
 
0x0002: Short - ???? always appears to be 1

Revision as of 21:57, 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