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AcePilot90

.bmb files

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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.

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I will definitely look into this, thank you.

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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.

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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.
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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.

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Science:

large.BMBScience.png.0434d36cfbe684f391b

 

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.

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large.BMBScience.png.0434d36cfbe684f391b

Nick Brick is SPY!

51C62EBBE9126D937DD8E0402634DF9421D68F22

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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

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