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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="..."> / <Oni>=== | ||
''your_version'' | ''your_version'' | ||
E.g. | * E.g. <Oni Version="0.9.52.0"> | ||
: | * Newer versions use simply: <Oni> | ||
Check [http://mods.oni2.net/node/38 THAT] page for onisplit updates. | |||
===<Flags>=== | |||
{| | {| | ||
{{table}} | {{table}} | ||
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< | ===<Format>=== | ||
None | None | ||
HasMipMaps | HasMipMaps | ||
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< | ===<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>=== | ||
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>=== | ||
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 | ||
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