AcePilot90 Posted January 1, 2013 Share Posted January 1, 2013 While searching .bmb (the format of IXS' textures), I found this: http://www.dfong.com/chessbd/pieceset/ubitmap.html It shows how to convert and has a program to convert .bmps to .bmbs, but not vice versa. (And the file format may not even be the same) But hey, who knows. I just thought this was interesting, as I am eagerly trying to figure out the .bmb texture files. Link to comment Share on other sites More sharing options...
le717 Posted June 1, 2013 Share Posted June 1, 2013 Somehow, Ace missed this mostly-obvious fact about .bmb files: They can be created by a now retired 3D program called Creo Elements/Pro (Pro/ENGINEER), and possibly by it's replacement Creo. Could be something to look into. Link to comment Share on other sites More sharing options...
Fifi La Fume Posted June 1, 2013 Share Posted June 1, 2013 I will definitely look into this, thank you. Link to comment Share on other sites More sharing options...
lol username Posted June 1, 2013 Share Posted June 1, 2013 You seem to be stating that some files having the same extension makes them the same format... That simply isn't the case. For example, as we all know, LR1 uses a completely custom file format for its textures that happens to have a .bmp extension, but they aren't even slightly related to standard bmp files. And seeing as Silicon Dreams used a ton of proprietary formats too... Well, don't get your hopes up. Especially as the software you're talking about seems to be for CAD, for engineering and design type stuff. Link to comment Share on other sites More sharing options...
Cirevam Posted June 2, 2013 Share Posted June 2, 2013 JLG still uses Creo Pro, or at least some people haven't upgraded to the current one yet. I can confirm that it's a CAD program and it seems to do nothing with pictures or textures. I can also confirm that it constantly melts the GPUs of their crappy engineering laptops. This might be a case where the IXS textures just happen to have a file extension used in another program. lol username and Fifi La Fume 2 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted September 12, 2015 Share Posted September 12, 2015 What I've gathered thus far is that the BMB file is a package of multiple materials files, and it may or may not just hold one texture at once. I've also found that: All files have an IDX2 somewhere at the start of every file (header?), followed by what seems to be the list of the texture(s) in the file [i.e. chicken, stud_bla, etc] All files have an INFO section(s) (comes after texture name) Some files notably have a MIPM(s). All files have an IMAG(s) section (comes after INFO) All files have an END(s) somewhere (comes after IMAG) The (s) means it is dependant on if either one or multiple materials are used in a file or not. I don't know what to do with this info, but it's what I've got out of looking at the file for an hour. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted September 16, 2015 Share Posted September 16, 2015 Science: Search for "E0 FD C0" in Nick's texture (Char037.bmb in Z01SSP) and go to the second result to change what I did here. I almost thought it was YRB for a second, as I when I was setting FF alone to the values I hit bluish where the E0 is, and yellow where the FD is, but then when I put the third byte as FF it was just dark blue. Changing all three of these to 00 or FF makes it black or white, so I don't know what's up. Note: The hands were still yellow. Wognif, Quisoves Potoo and lol username 3 Link to comment Share on other sites More sharing options...
mumboking Posted September 16, 2015 Share Posted September 16, 2015 Nick Brick is SPY! Zed, The Ace Railgun, someswedish and 2 others 5 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted October 29, 2015 Share Posted October 29, 2015 Looking at decompressed bmb with a 16-byte view, the data looks to start there is the header stuff and IMAG, afterwards there seems to be 4 columns of FF infinately going to the bottom all the way to the end of the file until END is reached with three bytes between each FF. The data part of the BMB actually looks exactly how a uncompressed 32-bit .tga texture looks. As for multi-texture file. There is an 'index' of texture names at the start of the file, and for as many names there are there is one corresponding INFO, IMAG, and END. Each label is spaced out with "00 ## 00", where 0 is a count up number (one value higher then the last) Data between INFO and IMAG is unknown. When to insert END is unknown Link to comment Share on other sites More sharing options...
Recommended Posts