Difference between revisions of "Textures"

From SBOL Project
Jump to: navigation, search
(Structure)
(Structure)
 
(3 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: #fcfcec">
+
<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 - ???? maybe id or MIPMAP detail
+
0x0000: Int - ID
0x0004: String (32bytes) Texture name
+
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