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OBD talk:TXMP: Difference between revisions

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::::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)
::::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)
:::::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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<'''Oni Version'''="..."> can be:
===<Oni Version="..."> / <Oni>===
  ''your_version''
  ''your_version''
E.g. my current onisplit version is ''0.9.52.0''
* E.g. <Oni Version="0.9.52.0">
: --[[User:Paradox-01|Paradox-01]] 15:29, 25 February 2011 (UTC)
* Newer versions use simply: <Oni>
 
Check [http://mods.oni2.net/node/38 THAT] page for onisplit updates.


<'''Flags'''>... can be:


===<Flags>===
{|
{|
{{table}}
{{table}}
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<'''Format'''>... can be:
===<Format>===
  None
  None
  HasMipMaps
  HasMipMaps
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<'''Speed'''>... can be an integer.
===<Speed>===
This tag is used if xml file is meant to create an animated texture. In that case you use multiple <Image>...
In integer. This tag is used if xml file is meant to create an animated texture. In that case you use multiple <Image>...




<'''EnvMap'''>... can be:
===<EnvMap>===
  TXMPfile_name
  TXMPfile_name
This tag is used if xml file is meant to create an reflective texture. The file suffixes like .tga or .oni is not used in the EnvMap link.
This tag is used if xml file is meant to create an reflective texture. The file suffixes like .tga or .oni is not used in the EnvMap link.




<'''Image'''>... can be:
===<Image>===
Choose between tga/png/dds. (TGA is preferred by the community.)
  TXMP''file_name'''''.tga'''
  TXMP''file_name'''''.tga'''
  TXMP''file_name''.png
  TXMP''file_name''.png
  TXMP''file_name''.dds
  TXMP''file_name''.dds
TGA is preferred by the community.
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