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Releases: JKBoBoFett/MAT16

Mat16 1.4.2

08 Jan 13:10
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-fixed error loading mats with cells that have different sizes and '..' in the filename (bad mats?)
-added support for '01narsky.mat' in mots. This could be an early mat file as the version in the header reads 10 all other mats are 50

Mat16 1.4.1

31 Dec 19:25
4447216
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-Corrected 24 bit mat header
-Added ability to browse mat's in folders

Mat16 1.4

21 Dec 11:43
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MAT16 is a classic texture converter for the Sith Game engine
Mat16 converts the following formats:

BMP to MAT and MAT to BMP
8-bit
8-bit transparent
8-bit COLOR
8-bit with internal CMP (create by mat16 scripts only, for custom engine use only)
8-bit transparent with internal CMP (create by mat16 scripts only, for custom engine use only)
16-bit RGB565
16-bit ARGB1555
16-bit RGBA4444 (For custom engine use only)
16-bit RGBA5551 (create by mat16 scripts only, for custom engine use only)
24-bit RGB (For custom engine use only)
32-bit RGBA (For custom engine use only)

CMP to ACT,PAL,GPL

Changes in this release:
-Added 8-bit light table support in cmp's just for fun! Used by software render only. You can now view cmp's and 8bit mats through the 64 levels
-Transparent images now viewed over checkerboard pattern
-Added saving cmp to gimp pallette format
-Can now load CMP's from any gob/goo container
-Cleaned up the UI and allot of the code
-Fixed Displayed Image X,Y Coordinates, color/index value now shown at mouse cursor location
-Can now display and add custom mipmaps
-added matmaster(mtm) like "script" support (mat16s)
-batch convert to BMP now extracts all Cells and submipmaps with a mat16s file
-added support for saving/loading all known MAT formats including 8-bit

Mat16 1.03

15 Oct 20:00
a3080e7
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MAT16 is a texture converter for Jedi Knight: Dark Forces 2
Version 1.03 from 8/26/2007. Change log is lost.