New M.T. Framework Texture Format

Textures, recreate headers, conversions, algorithms and parsing of image files
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

New M.T. Framework Texture Format

Post by Damin72 »

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.
h3x3r
Posts: 165
Joined: Wed Jun 01, 2016 5:53 pm

Re: New M.T. Framework Texture Format

Post by h3x3r »

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:
Image
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

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:
Image


But those keys supposed to be white instead green.

Like this:
h3x3r
Posts: 165
Joined: Wed Jun 01, 2016 5:53 pm

Re: New M.T. Framework Texture Format

Post by h3x3r »

They are white in alpha channel
Image
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

Hm-m… And what about other?
P.S. And I don’t think this how fonts looks like in game.
h3x3r
Posts: 165
Joined: Wed Jun 01, 2016 5:53 pm

Re: New M.T. Framework Texture Format

Post by h3x3r »

Send it here i will look at it. The font seems to be using different compression. Maybe BC5.
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

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.
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

I add to archive new textures with font and some title textures.
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

*After some research*
They gonna be crazy. Actual image was on alpha channel and alpha channel on green channel. But where is color?
Image
Image
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

This is just great... No color, core image in alpha...
Image
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

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.
Damin72
Posts: 11
Joined: Fri Sep 04, 2020 7:07 pm

Re: New M.T. Framework Texture Format

Post by Damin72 »

Okay, this is impossible task, because game fix color in realtime with shaders.
Sparkles1903
Posts: 4
Joined: Wed Jul 06, 2022 7:59 pm

Re: New M.T. Framework Texture Format

Post by Sparkles1903 »

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!