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there is no .mip file format, only bsp/wad chunks.
qpic:
uint32 width, height;
byte imagedata[width*height];
miptex:
char name[16]; /*dupe of the wad's name, hopefully*/
uint32 width, height;
uint32 offset[4]=
{ /*hacks assume this, so expect breakages if you vary from this*/
40,
40+width*height,
40+width*height+width/2*height/2,
40+width*height+width/2*height/2+width/4*height/4
};
byte mip0[width*height];
byte mip1[width/2*height/2];
byte mip2[width/4*height/4];
byte mip3[width/8*height/8];
all pixel data are 8bit indexes into the single palette.
note that conchars, palette, colormap, and pop.lmp lumps/files are headerless and thus neither qpics nor miptex lumps, even if the wad file implies otherwise.
Thanks. This changes everything. I planned to do .png to .mip first because that always bugged me. Add more formats as I go along. Then much later look into .wad and .bmp and maybe make it like Slade in a way. Add color translation because I think that is really neat.
Maybe there is info on https://www.gamers.org/dEngine/quake/ ?
https://quakewiki.org/wiki/.mip is sadly missing any content so far.
http://openarena.ws/board/index.php?topic=1710.0 has source code in the zip that has mip code.
I'm writing an image converter in C# and I need some documentation on Quake's .mip images.