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  • Engineers
Posted
11 hours ago, MK_OKINO said:

Thank you, is it possible to return the file to its original state after modifying the texture?

mummggtool can do the trick of insert and extract

image.png.4f2f60cc971f540c34d7b4acfbda22f9.png

 

  • Engineers
Posted

However, the tool opens your file as well (its your file in my image), can be cock combat, the file is raw. so you will be able to open in this tool.

 

  • 5 months later...
Posted (edited)
On 8/28/2024 at 12:13 AM, Rabatini said:

mummggtool can do the trick of insert and extract

image.png.4f2f60cc971f540c34d7b4acfbda22f9.png

 

How do I do that? (insert)

Edited by imranUSK
  • 1 month later...
  • Members
Posted
On 2/19/2025 at 5:02 PM, imranUSK said:

any help ?

 

imagen.thumb.png.cd7820e817cf991e2fb61e185cce3a6f.png

 

 

 

in fact you can extract and import from this same program, you only have to provide the graphic offset, and the palette, maybe if you give me some time I can make you an extractor or a reimporter

 

On 2/19/2025 at 5:02 PM, imranUSK said:

any help ?

 

imagen.thumb.png.514b83788caa9f8b233d833ad8f59255.png

 

 

after importing the texture, you have to save the file and you're done

  • Like 1
  • Members
Posted
On 2/19/2025 at 5:02 PM, imranUSK said:

any help ?

 

  

I'll explain quickly before you make a tool for this, but this format is similar to the textures of dragon ball budokai tenkaichi 3(ps2) first you must go to the first QRS

of the file(to get the graphic offset)

00 00 00 00 00 00 00 00 00 00 00 00 00 51 00 00 00 00 00 00 00 00 00 00 00

and get graphic offset, in the first image I mark where to start, after writing down the value(in decimal) although I don't know if it is necessarily to put it in hex or dec in the program it doesn't matter, I use it in dec, you go to the second 00 00 00 00 00 00 00 00 00 00 51 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 to obtain its palette, and you position yourself as I mark it, easy right? now with what i explained you can import and extract textures! good luck in your projects!

 

imagen.thumb.png.af57ccd07bba0e5e2baec63c6f56e781.png

 

imagen.thumb.png.5af79491fe2cca323b649a3945a29347.png

imagen.thumb.png.1e78d34d56cc774b04b77b4ec03c76c7.png

 

 

 

  • 6 months later...
Posted (edited)

Hello, first time posting in this forum!

I have been editing textures for MK Deception for quite some time now. I've been using this tool called SSFExplorer: 

https://ermaccer.github.io/posts/ssfexplorer/

It can extract and export texture which is how MK_OKINO must've gotten those raw texture data. When the textures are exported with SSFExplorer it is an indexed image (max. 256 colors) and a separate grayscale texture that represents the alpha channel.

 

Anyways, I understand how to swizzle textures/palettes that I have created from GIMP when exported as an indexed BMP with a program that I assume some in this forum are aware of called Ezswizzle. However I've only been able to swizzle without the alpha.

https://ps2linux.no-ip.info/playstation2-linux.com/projects/ezswizzle.html

 

Now my question is, how can I swizzle Alpha? How can add an alpha channel to an indexed (8bpp/8 bit) bmp image? There seems to be conflicting information that BMP can/can't support alpha, moreso that it can't. Whenever I try to export an indexed BMP with alpha in GIMP it will be ignored, as it seems to be a limitation of the BMP image format. However when I view the bmp image in a hex editor it seems to contain information of the alpha channel that comes from palette offsets (0x42A0) of the raw data. Then, when I use that exact bmp image and swizzle it with Ezswizzle it can swizzle the alpha.

I have the first color index highlighted for demonstration.

BMP (exported from SSFExplorer) in hex editor. BTW the palette when view in a hex editor is inverted so it's BGR, but doesn't affect the palette!

BMPinhexeditor.png.18478cdf4bfdf24d06aee2c595b1f8d9.png

 

Raw Data extracted from SSFExplorer in hex editor:

rawdatainhexeditor.png.c37fa6d32e87839133374d7e6064f4ae.png

 

BMP (exported from SSFExplorer) after being swizzled: (Palette is also inverted just like the BMP)

afterswizzledinhexeditor.png.fe678b765034d069aa6c68bd8bdf9b07.png

 

The same BMP image being exported with GIMP: (All Alpha is 00 as result of not being able to export with an alpha channel, header is slightly different if that plays a factor)

gimpexportedbmpinhexeditor.png.22c196c38465ace9a8c60828c22944e2.png

 

The Exported GIMP BMP after being swizzled: (Again, all Alphas are 00)

gimpexportedafterswizzled.png.3ac8bff727e49c6e8b5aed7d616bf866.png

 

I want to know if there's a way to properly insert alpha channel information into a bmp, and how? Is there any tools that is capable of doing that? I want to efficiently add alphas to textures instead of painstakingly hex editing each color indexed of many, many textures. I hope I have explained myself well. This seems more like an image format question than a graphics file format question but is still relevant to the discussion.

 

Here's a zip file with the textures and raw files so you can export them and see for yourself. Thank you in advance!

 

MKD Textures.zip

Edited by MegaMike321
Read the forums rules after posting and removed the texture from the zip. I Apologies!
  • Moderators
Posted
On 10/28/2025 at 8:28 PM, MegaMike321 said:

I want to know if there's a way to properly insert alpha channel information into a bmp, and how?

I'm not sure what you're trying to do and why, but I just want to let you know that you can easily decode those textures with ImageHeat https://github.com/bartlomiejduda/ImageHeat
if you know proper image and palette offsets
I tried that for NINJA_003 file from rain.sec sample and offsets are 592 for image data and 66256 for palette data. The result is the same as "arm.bmp" file extracted by SSFExplorer.

mortal_kombat_1.thumb.PNG.d43e4833852874550f3530b0683f3710.PNG
 

 

And you can do export and import with ReverseBox directly. https://github.com/bartlomiejduda/ReverseBox

 

Here are some examples how to do it on indexed images:
https://github.com/bartlomiejduda/Tools/tree/master/ReverseBox_Demo

Alpha channel is also supported for many formats, so maybe try that first. 🙂 

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