Difference between revisions of "Textures"
From SBOL Project
m (Admin.tofuman moved page Client-assets-textures to Textures) |
(→Structure) |
||
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
+ | I've made an editor for these texture files. You can find this on Github https://github.com/tofuman0/MIA-Manager | ||
=Format= | =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. | 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= | =Structure= | ||
− | <pre style="border: solid 1px #808080; background-color: # | + | <pre style="border: solid 1px #808080; background-color: #fcfcf0"> |
0x0000: Short - Texture Count | 0x0000: Short - Texture Count | ||
0x0002: Short - ???? always appears to be 1 | 0x0002: Short - ???? always appears to be 1 | ||
Line 9: | Line 10: | ||
Texture Structure: | Texture Structure: | ||
− | 0x0000: Int - | + | 0x0000: Int - ID |
− | 0x0004: String ( | + | 0x0004: String (36bytes) Texture name |
0x0028: Int - Format | 0x0028: Int - Format | ||
0x002C: Short - Texture Width | 0x002C: Short - Texture Width | ||
Line 17: | Line 18: | ||
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5 | Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5 | ||
Pixel Structure: | Pixel Structure: | ||
− | 0x00: Number of Pixels + 1 | + | 0x00: Number of Pixels + 1 (must not exceed width of texture - current row offset) |
0x01: Blue | 0x01: Blue | ||
0x02: Green | 0x02: Green |
Latest revision as of 21:46, 11 August 2018
I've made an editor for these texture files. You can find this on Github https://github.com/tofuman0/MIA-Manager
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 - ID 0x0004: String (36bytes) 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 (must not exceed width of texture - current row offset) 0x01: Blue 0x02: Green 0x03: Red 0x04: Alpha