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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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| ==XML section==
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| {{Template:XMLModdingHints}}
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| {| border=0 cellspacing=20 cellpadding=0 align=center
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| | The xml code on this page is compatible with onisplit '''v0.9.61.0'''
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| |}
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|
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| {|
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| {{table}}
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| ! normal texture
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| ! animated texture
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| ! reflective texture
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| |-
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| |valign=top|
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| <?xml version="1.0" encoding="utf-8"?>
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| <Oni>
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| <Texture>
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| <Flags>...</Flags>
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| <Format>...</Format>
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| <Image>...</Image>
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| </Texture>
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| </Oni>
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| <?xml version="1.0" encoding="utf-8"?>
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| <Oni>
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| <Texture>
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| <Flags>...</Flags>
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| <Format>...</Format>
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| <Speed>...</Speed>
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| <Image>...</Image>
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| <font color="#777777"><Image>...</Image></font>
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| </Texture>
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| </Oni>
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| |valign=top|
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| <?xml version="1.0" encoding="utf-8"?>
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| <Oni>
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| <Texture>
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| <Flags>...</Flags>
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| <Format>...</Format>
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| <EnvMap>...</EnvMap>
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| <Image>...</Image>
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| </Texture>
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| </Oni>
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| |}
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|
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|
| |
| ===<Format>===
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| {|
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| {{table}}
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| !colspan=2|XML flags
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| !colspan=2|<font color="#999999">command line flags</font>
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| |-
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| |up to onisplit v0.9.52.0
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| |for higher versions
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| |<font color="#999999">up to onisplit v0.9.52.0</font>
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| |<font color="#999999">for higher versions</font>
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| |-
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| |width=25%|RGB888
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| |width=25%|'''BGR'''
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| |width=25%|<font color="#999999">bgr32</font>
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| |width=25%|'''<font color="#999999">bgr</font>'''
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| |-
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| |ARGB8888
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| |'''RGBA'''
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| |<font color="#999999">bgra32</font>
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| |'''<font color="#999999">rgba</font>'''
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| |-
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| |RGB555
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| |'''BGR555'''
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| |colspan=2 align=center|'''<font color="#999999">bgr555</font>'''
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| |-
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| |ARGB5551
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| |'''BGRA5551'''
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| |colspan=2 align=center|'''<font color="#999999">bgra5551</font>'''
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| |-
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| |ARGB4444
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| |'''BGRA4444'''
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| |colspan=2 align=center|'''<font color="#999999">bgra4444</font>'''
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| |-
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| |colspan=2 align=center|'''DXT1'''
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| |colspan=2 align=center|'''<font color="#999999">dxt1</font>'''
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| |}
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|
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| Sometimes there's talk about bgra and 32-bit flag; those are for onisplit's command line and are also listed in "-help enums". Don't confuse them with the XML flags and look what onisplit version you are using.
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|
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| ARGB formats are used for reflective textures.
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|
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| ARGB8888 can be used only if you use an updated engine. (Mac users also need to [http://oni.bungie.org/community/forum/viewtopic.php?pid=29967#p29967 swap the color channels.])
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|
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|
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| ===<Flags>===
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| None
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| HasMipMaps
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| DisableUWrap
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| DisableVWrap
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| Unknown0010
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| AnimUseLocalTime
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| <!-- HasEnvMap (used via tag, not flag) -->
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| AdditiveBlend (makes black texture parts transparent in-game)
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| AnimBackToBack
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| AnimRandom
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| <!-- SwapBytes (automatically added in v0.9.56.0 and above, flag don't becomes exported) -->
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| AnimIgnoreGlobalTime
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| ShieldEffect
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| InvisibilityEffect
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| DaodanEffect
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|
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| ShieldEffect, InvisibilityEffect and DaodanEffect are special flags, they can only be used for TXMPshield, TXMPinvis and TXMPDAODAN_SHIELD. The usage of these textures is hardcoded.
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|
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|
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| ===<Speed>===
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| In integer. This tag is used if xml file is meant to create an animated texture. In that case you use multiple <Image>...
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|
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|
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| ===<EnvMap>===
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| TXMPfile_name
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| 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.
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|
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|
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| ===<Image>===
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| Choose between tga/png/dds. (TGA is preferred by the community.)
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| TXMP''file_name'''''.tga'''
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| TXMP''file_name''.png
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| TXMP''file_name''.dds
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