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[[User:Paradox-01|Paradox-01]] 20:05, 17 July 2008 (CEST)
[[User:Paradox-01|Paradox-01]] 20:05, 17 July 2008 (CEST)
==issues with combined TXMPs==
(TXAN in PSpc doesn't seem to work. --Dox) (TXAN is not an image, but a list of images: do you mean an animated TXMP, which uses a TXAN and a set of TXMP? --[[User:Geyser|geyser]])
: '''''do you mean an animated TXMP, which uses a TXAN and a set of TXMP?''''' Yes. I created a "TXMPh_19_B" which is actually 7 TXMPs and 1 TXAN, and wrote that name (TXMPh_19_B) into "PSpclevel_19_part". -- I guess to say "TXAN in PSpc" isn't correct then, hm? Would be "animated TXMP in PSpc" better? --[[User:Paradox-01|Paradox-01]] 22:17, 12 October 2008 (CEST)
::Yes, "animated TXMP" is better because if you say TXAN, people like me will get the impression that you're doing something wrong, and will ask you stupid questions. Also, when you say it "doesn't seem to work" you should give some details. What does it mean that animated TXMP don't work in PSpc, or that reflectivity doesn't seem to work for animated TXMP? try to make the result of your experiment clear to others. --[[User:Geyser|geyser]] 00:13, 13 October 2008 (CEST)
::* Ok, first case: I modified a Fury head texture (giving it alpha channel and a reflectivity map which was an animated TXMP). One images of the set was taken but no other more. [http://i305.photobucket.com/albums/nn207/unknownfuture/sreenshots/messed_up_Fury.jpg (screen shot)]
::* Second case: a striker got an animated TXMP for some body textures, every TXMP of a set should use a reflectivity map but these parts became transparent. [http://i305.photobucket.com/albums/nn207/unknownfuture/sreenshots/messed_up_Striker.jpg (screen shot - Halloween Striker ^_^)]
::* Third case: Part specification uses simple TXMP but I tried an animated on and it didn't work. It can take images out of the set but only one. --[[User:Paradox-01|Paradox-01]] 16:33, 13 October 2008 (CEST)
:::So you haven't kept the modded instances you used? Bad boy ^_^ I'm pretty sure the second case, at least, should work. Oh well, I guess I'll have to try all three by myself some other time. --[[User:Geyser|geyser]] 16:59, 13 October 2008 (CEST)
::::Irony of life: case 2 is already deleted. But you can have a look onto the others: [http://www.paradox.oni2.net/temp/case1.zip case 1] and [http://www.paradox.oni2.net/temp/case3.zip case 3].
::::PS: Reflection means to me a mirrored image. I call ''our'' reflection a fake since it doesn't reflect (mirror) the environment but shows another image. Look at the fury's head closely: there's just the bomb_fire texture inside. --[[User:Paradox-01|Paradox-01]] 17:59, 13 October 2008 (CEST)
:::::If you consider non-convex objects (like two mirrors "seeing" each other), you can see that "real" reflections of the environment would be very heavy to compute (the multiple reflections can require a virtual infinity of rendering passes), so naturally games use more or less elaborate "fakes". Oni's fake is actually quite primitive and a reflective ball, for example, won't look realistic at all as you move around it (I hate that ^_^). But I digress; I was just confused by the word "inside" as you used it. Now... back to cases 1-3: cases 1 and 3 indeed "don't seem to work"; for 3, the engine ignores animations when setting up the envmap; for 1, it's a shame, but the engine ignores animations when setting up the windows, too; 2 ''does'' work, but since OniSplit doesn't allow you to create the right thing directly right now, both of us had to use a workaround and I have no idea where you messed up. Try again ^_^ --[[User:Geyser|geyser]] 02:33, 14 October 2008 (CEST)




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