Jump to content

OBD talk:TXMP: Difference between revisions

m
→‎0x 00 00 02 00: minor details
(→‎0x88: thanks a lot + subsectioning + ao-kuro-aka-bits)
m (→‎0x 00 00 02 00: minor details)
Line 232: Line 232:
:*"blue bit" favors the blue channel (but the others are still there)
:*"blue bit" favors the blue channel (but the others are still there)
:*"red bit" favors the red channel (but the others are still there)
:*"red bit" favors the red channel (but the others are still there)
:*"alpha bit" just makes the whole color much darker (i.e., the phase cloak is actually black)
:*"alpha bit" just makes the whole color much darker (i.e., the phase cloak is actually "black")
:In other words, the "INVIS" bit has nothing to do with alpha.
:In other words, the "INVIS" bit has nothing to do with alpha; rather it's a "black bit"
::(transparence of various cloaks/shields is dynamic/hardcoded anyway)
::(transparence of various cloaks/shields is dynamic/hardcoded anyway)
:Those 3 work the same for GL_RGB5 (pelvis), GL_RGBA4 (chest, head) and GL_RGB5_A1 (shoulders).
:Those 3 work the same for GL_RGB5 (pelvis), GL_RGBA4 (chest, head) and GL_RGB5_A1 (shoulders).
::The alpha/extra channel (if any) seems irrelevant (note that SHIELD, INVIS and DAODAN_SHIELD have no alpha)
::The alpha/envmap channel (if any) seems irrelevant (note that SHIELD, INVIS and DAODAN_SHIELD have no alpha)
:::I assume those bits don't affect the way the RGBA data is read from the RAW/SEP.
:::I assume those bits don't affect the way the RGBA data is read from the RAW/SEP.
:All 3 "effects" seem to be ignored for environment/skybox/object texturing: tried with several available store types.
:All 3 "effects" seem to be ignored for environment/skybox/object texturing: tried with several available store types.
::They correspond to hard-coded eye candy, specially designed for shields, phase cloaks and boss shields, respectively.
::They correspond to hard-coded eye candy, specially designed for shields, phase cloaks and boss shields.
:::Overlaid with regular textures, they create funky/spooky blue, black or red colorization.
:::Overlaid with regular textures, they create funky/spooky blue, black or red colorization, respectively.
:We could thus call them AO-bit, KURO-bit and AKA-bit, respectively. ^^
:We could thus call them AO-bit, KURO-bit and AKA-bit, respectively. ^^
::[[User:Geyser|geyser]] 02:33, 7 March 2007 (CET)
::[[User:Geyser|geyser]] 02:33, 7 March 2007 (CET)