Star Trek Away Team fonts .seq16 .fmt16

Textures, recreate headers, conversions, algorithms and parsing of image files
Slappy
Posts: 12
Joined: Mon Mar 20, 2017 11:52 am

Star Trek Away Team fonts .seq16 .fmt16

Post by Slappy »

Hi.

Can anyone help me with fonts from Star Trek Away Team game (Commandos style) in .seq16 / .fmt16 format? I need to convert them to some editable bitmap and back.

This is a Reflexive game on the same engine as Lionheart: Legacy of the Crusader game but it looks like the format is slightly modified.

I found some information about the used formats at http://lionheart.eowyn.cz/doku.php?id=formats:frm16 and http://lionheart.eowyn.cz/doku.php?id=formats:seq16


I have uploaded Fonts from game (.seq16) which I believe is a container for a bitmap (.fmt16) which I also included: https://ufile.io/kehzf8b4

FRM16

*.frm16 files are simple bitmap images, used for many things like UI elements, icons, minimaps, textures, portraits … In Lionheart, even more of them is actually embedded as frames in .SEQ16 and .MDL16 files. They use 16 bits per color and 8 bits for transparency (the older format probably used between 2 and 3 bits for transparency).

FRM16 file consists of a header and up to five layers. Each layer consists of pixel data followed by a lookup table to first pixels of each image row.

Depending on a file type, pixels are either uncompressed (type 64), or RLE-compressed (file type 68). Only the type 68 allows transparency.