Releases: JKBoBoFett/MAT16
Mat16 1.4.2
-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
-Corrected 24 bit mat header
-Added ability to browse mat's in folders
Mat16 1.4
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
MAT16 is a texture converter for Jedi Knight: Dark Forces 2
Version 1.03 from 8/26/2007. Change log is lost.