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OBD:TXMP: Difference between revisions

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{{OBDtr| 0x98 | link    |FFC8FF| 00 00 00 00 | 0        | link to a [[OBD:TXAN|TXAN]] file; used if this texture is animated }}
{{OBDtr| 0x98 | link    |FFC8FF| 00 00 00 00 | 0        | link to a [[OBD:TXAN|TXAN]] file; used if this texture is animated }}
{{OBDtr| 0x9C | link    |FFC800| 00 00 00 00 | 0        | link to a TXMP file that contains the environment map  }}
{{OBDtr| 0x9C | link    |FFC800| 00 00 00 00 | 0        | link to a TXMP file that contains the environment map  }}
{{OBDtr| 0xA0 | offset  |C800C8| C0 05 00 00 |00 00 05 C0| offset of the pixel data in the .raw file }}
{{OBDtr| 0xA0 | offset  |C800C8| C0 05 00 00 |00 00 05 C0| offset of pixel data in the .raw file }}
{{OBDtr| 0xA4 | offset  |C87C64| 00 00 00 00 | 0        | offset of pixel data in the .sep file }}
{{OBDtr| 0xA4 | offset  |C87C64| 00 00 00 00 | 0        | offset of pixel data in the .sep file }}
{{OBDtr| 0xA8 | int32    |B0C3D4| 00 00 00 00 | 0        | always 0; supposedly the same "material type" (set at runtime) as for Windows demo and Mac }}
{{OBDtr| 0xA8 | int32    |B0C3D4| 00 00 00 00 | 0        | always 0; supposedly the same "material type" (set at runtime) as for Windows demo and Mac }}
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;Alternative use of .raw or .sep storage
;Alternating use of .raw or .sep storage
Unlike the Win/Mac game data (where pixel data is stored exclusively in .raw or exclusively in .sep for all TXMPs), PS2 TXMPs use .raw and .sep storage alternatingly, depending on the TXMP. The engine apparently uses the .sep pointer if there is no .raw pointer (or vice versa).
Unlike the Win/Mac game data (where pixel data is stored exclusively in .raw or exclusively in .sep for all TXMPs), PS2 TXMPs use .raw and .sep storage alternatingly, depending on the TXMP. The engine apparently uses the .sep pointer if there is no .raw pointer (or vice versa).