New M.T. Framework Texture Format
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New M.T. Framework Texture Format
Have some textures from upcoming game from CAPCOM and there is problem with TEX-format - no one existed tool/script can't work properly.
Please, help.
Please, help.
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- Posts: 165
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Re: New M.T. Framework Texture Format
Easy format apart that there is no info about width/height. But you can use RAW Texture Cooker. First 24 bytes is header and rest is RAW data.
First image:
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First image:
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Re: New M.T. Framework Texture Format
h3x3r wrote:Easy format apart that there is no info about width/height. But you can use RAW Texture Cooker. First 24 bytes is header and rest is RAW data.
First image:
But those keys supposed to be white instead green.
Like this:
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Re: New M.T. Framework Texture Format
They are white in alpha channel
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Re: New M.T. Framework Texture Format
Hm-m… And what about other?
P.S. And I don’t think this how fonts looks like in game.
P.S. And I don’t think this how fonts looks like in game.
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Re: New M.T. Framework Texture Format
Send it here i will look at it. The font seems to be using different compression. Maybe BC5.
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Re: New M.T. Framework Texture Format
h3x3r wrote:Send it here i will look at it. The font seems to be using different compression. Maybe BC5.
I will send more textures, when back to home.
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Re: New M.T. Framework Texture Format
I add to archive new textures with font and some title textures.
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Re: New M.T. Framework Texture Format
*After some research*
They gonna be crazy. Actual image was on alpha channel and alpha channel on green channel. But where is color?
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They gonna be crazy. Actual image was on alpha channel and alpha channel on green channel. But where is color?

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Re: New M.T. Framework Texture Format
This is just great... No color, core image in alpha...
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Re: New M.T. Framework Texture Format
If understand correctly atm:
Alpha channel - Core image.
Green channel - Alpha.
Red and Green - Colors.
P.S. Texture file_01_BM - BC7 1024*1024 but she show up normally.
Alpha channel - Core image.
Green channel - Alpha.
Red and Green - Colors.
P.S. Texture file_01_BM - BC7 1024*1024 but she show up normally.
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Re: New M.T. Framework Texture Format
Okay, this is impossible task, because game fix color in realtime with shaders.
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Re: New M.T. Framework Texture Format
Damin72 wrote:Okay, this is impossible task, because game fix color in realtime with shaders.
Hey I wanted to say thanks for your thread as it actually clued me into what I needed for some work I was doing on another MT Framework game.
Here are your Textures converted and corrected to PSD: https://www.mediafire.com/file/rjdtmo97m65h26f/Textures.zip/file
You were spot on with the RGBA channels being a bit mixed up and here's how to fix:
1 - Copy Alpha channel to a new layer (Layer 1)
2 - Select Background in Layers
3 - Copy Green channel to Alpha
4 - Copy Layer 1 from Layers, select Background in Layers, and paste to Green in Channels
5 - Set Layer 1 style blending to Overlay and in "Advanced Blending" uncheck Green (that's "G" in the middle) channel
Enjoy!