======================================================= SKINNER version 2.6 MUA formats (c) nba2kstuff http://nba2kstuff.org ======================================================= Usage: MUASKINNER filename.igb [options] MUASKINNER [-d -h] [-v0|-v1|-v2] [-xdds|-xbmp|-xpng|-xxbmp|+xbmp|-find|-add] xxx.igb [xxx.bmp|xxx.dds] -xbmp extracts bmps for each mipmap and DDS file -xpng extract PNGs for each mipmap and DDS -xdds extracts DDS only -v0 device hardware acceraltion mod is default Try using -v0 -v1 or -v2 option if your gfx card gives a create dev error -d debug -h help all options in [] are optional options separated by | are OR, so the command can have that option OR the other Update 2.7 ---------- - added support for X-Men Legends 1 BGR flipped DXT3 texture "-DXT3" Update 2.6 ---------- - glitch fixes - support option for UI: -xbmp,+xbmp,-find,-add Update 2.5 ---------- - you can supply a simple BMP and it automatically generates the mips for you RGB flipped to import into IGB files. - added option for IGB icons definitions RAGB in MUASKINNER.CFG. you can now export the 256x256 (xres,yres) BMP, and it will automtically flip the color and alpha channel for you. you can conversly import the 'modified' BMP back, and it will automatically flip the planes properly for you. - added -DXT1 to automatically flip the RGB BGR when you export to BMP. - as well, the -DXT1 also automatically flips the RGB to BGR when you import a BMP. - added 2 helper bat files for export and import. skinnerexport.bat, skinnerimport.bat -- skinnerexport file.igb will create: file.dds & file.512x512.bmp, file.256x256.bmp, etc as you have defined in your MUASKINNER.CFG file (see below for more deatils and examples) -- skinnerimport.bat takes as input: my.file.bmp and sticks in file.igb as defined in the MUASKINNER.CFG file - fixed glitch that did not import the lower res scaled images in a DDS file. run the testme.bat, testme2.bat, testme3.bat Update 2.2 ---------- - default option changed to -v1 for most users to not get dev error (thx charlie_murphy for testing) Update 2.1 ---------- - added -v0 or -v1 or -v2 option for graphics cards giving Create Dev error. Direct X is unable to initialize your gfx card to for Hadware Graphics Alceration (HAL) mode. v1 and v2 offer different initialization modes, so try them if you get a create dev error. Update 2.0 ----------- - change for DDS mip writing - change to properly write out different mip planes to xbmp (thx tommyboy2002 for testing) This is version 2 of the MUASKINNER program. This simple command line program let's you more easily insert graphic skin files into the Xmen-Legends 2 and Marvel Ultimate Alliance games. it's very experimental and untested at this point so backup and check your files carefully till you validate it works the way you want. INSTALLATION ------------ Copy both the MUASKINNER.EXE and MUASKINNER.CFG to your c:\windows folder. Then you can run thr program from anywhere. -------------- The key to making it work is properly defining the MUASKINNER.CFG file. In this file, you must specify each IGB file you wish to be able to edit along with the corresponding pertinent information. the format of the CFG file is thus: IGBFILENAME.IGB,DXT1orDXT3,xres,yres,offsetlocation,xres2,yres2,offstlocation2,etc. 1) basically, you enter in the file the IGBFILENAME.IGB you wish to import/export. 2) next enter the graphic file type DXT1 or DXT3 or DXT5 3) then the xand y resolution of the image, along with it's offset location in the file. You need to download from http://nba2kstuff.org/mua, the TextureFinder 2.1 program to search for the image in the file as before. once you find the offset location (or use Youngbloods guide for xmen2 IGB files), then enter that filename, resolution,and offset for each resolution image. 4) repeat #3 for each x,y resoltion of the image you wish to be able to import your image into. 5) terminate the linewith a period "." for example in MUA, we could define elektra's IGB file as follows: ---- MUASKINNER.CFG -------- 1203.igb,DXT1,512,512,192183. ---------------------------- if you know more of the smaller size images and locations, add them following. For example, if you find the 256x256 image begins at 323255 (which is just for testing), then you would enter: ---- MUASKINNER.CFG ----------------------- 1203.igb,DXT1,512,512,192183,256,256,323255. ------------------------------------------- The above is just an example, but http://drath.explodehost.com/gamersjournal/rpg/pc/xmenlegends2/skininsertion.php has a listing of IGB files with the corresponding offsets for xmen legends 2 files skins. once you have the CFG file defined, you can then use the MUASKINNER program to insert DDS skin images into the IGB files you have defined in the CFG file. Here are some example command lines for how to use the program EXPORT examples -------------------------- c:> MUASKINNER -xdds 1203.igb will extract the 512x512 DDS (1st defined) file skin from the 1203.igb file c:> MUASKINNER -xbmp 1203.igb will extract each of the 512x512,256x256 skins defined in the example MUASKINNER.CFG file as 1203.512x512.bmp 1203.256x256.bmp IMPORT examples --------------- To import you must have a properly formatted DDS file. YOu can use the PHOTOSHOP DDS plugin, and make sure to save the file with 6 num scales MIPS (images). For example, the DDS file defined with the maximum resolution 512x512 should be saved with the # of mip levels to be 6 or as many as you define in the MUASKINNER.CFG file. to import the command would be: c:> MUASKINNER 1203.igb 1203.mymod.dds in our example, we saved in PHOTOSHOP the DDS file to have 6 mip levels created. the MUASKINNER.CFG has only the 512x512 image skin defined, and the 256x256 also (although it is not correct and for example testing purposes only) Now the 1203.igb has the 512x512 image and the 256x256 image imported after running teh above command. --------- more examples with the CFG file ---------- Theorectically, xmen legends 2 might work, but i dont have any files to test here. The idea would be like this: using youngblood's X-factor cyclops info as: X-Factor Cyclops (Original Cyclops, 0120) 256X256 Start: 35677 Size: 65535 End: 101212 128X128 Start: 130593 Size: 16383 End: 146976 64X64 Start: 146977 Size: 4095 End: 151072 32X32 Start: 151073 Size: 1023 End: 152096 16X16 Start: 32893 Size: 255 End: 33148 we would define a line in the MUASKINNER.CFG file as: -------------------------- MUASKINNER.CFG -------------------------------------- 0120.igb,DXT3,256,256,35677,128,128,130593,64,64,146977,32,32,151073,16,16,32893. -------------------------------------------------------------------------------- Like this, if people in the community wish to help create a master CFG file with all the filenames, resolutions and offsets, than that would help everyone for sure! Also if more files can be provided to test that woould be good also. caveats ------- backup all your files, and check them thouroughly in the game and the texture finder program. if people can upload more files to test that would be good also. hope that helps to make the skinning program easier. check the test1.bat file for example commands. Happy skinning!!! http://nba2kstuff.org/mua