XML:TRMA: Difference between revisions
Paradox-01 (talk | contribs) m (Dumping some old code snippet. Actually I remember I made a combined TRBS-TRMA-TXMP generator... Might be in the addons.) |
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{{ XML_File_Header | type=TRMA | {{ XML_File_Header | prev=TRIG | type=TRMA | next=TRSC | name=Texture Map Array}} | ||
'''general information''' | '''general information''' | ||
Revision as of 19:29, 27 March 2021
| TRMA : Texture Map Array |
| |
|---|---|---|
| XML
TRIG << Other file types >> TRSC |
general information
- The xml code on this page is compatible with onisplit v0.9.61.0
- TRMA files are stored globally (in AE/AEInstaller/vanilla/level0_Final.dat)
- these files are used by ONCC to get textures for the 3D mesh (TRBS)
- the mesh has 19 body parts, so there are also 19 textures links in the TRMA
- the order of the TRMA links is determined by the mesh hierarchy (TRIA)
example
TRMAkonoko002_high_texture_generic.xml
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<TRMA id="0">
<Textures>
<Link>TXMPIteration001/KS_pelvis</Link>
<Link>TXMPIteration001/KS_thigh_horiz</Link>
<Link>TXMPIteration001/KS_calf_nobknee</Link>
<Link>TXMPIteration001/KS_foot</Link>
<Link>TXMPIteration001/KS_thigh_horiz</Link>
<Link>TXMPIteration001/KS_calf_nobknee</Link>
<Link>TXMPIteration001/KS_foot</Link>
<Link>TXMPIteration001/KS_mid</Link>
<Link>TXMPIteration001/KS_chestpack</Link>
<Link>TXMPIteration001/KS_neck</Link>
<Link>TXMPIteration001/KS_face</Link>
<Link>TXMPIteration001/KS_shoulder</Link>
<Link>TXMPIteration001/KS_bicep</Link>
<Link>TXMPIteration001/KS_wrist</Link>
<Link>TXMPIteration001/ks_fist</Link>
<Link>TXMPIteration001/KS_shoulder</Link>
<Link>TXMPIteration001/KS_bicep</Link>
<Link>TXMPIteration001/KS_wrist</Link>
<Link>TXMPIteration001/ks_fist</Link>
</Textures>
</TRMA>
</Oni>
TRMA files contain sometimes a link with a "/" in it. The actual TXMP file use a "%2F" instead of the "/".
For example:
- TXMPIteration001%2FKS_pelvis.oni
- TXMPIteration001%2FKS_thigh_horiz.oni
- [...]
Code snippets
VBS for XSI
Gets file path, width and height of all textures of selected character. Could be extended to write XML for a TRMA and TXMP generator.
if selection.count > 0 then
' any part could be selected, let's find the root body part
SelectNeighborObj selection(0), 4
' get all members including the pelvis
set bodyparts = selection(0).FindChildren( , , siMeshFamily)
for each member in bodyparts
logmessage "object name: " & member.name
if not typename(member.Material.CurrentImageClip) = "Nothing" then
logmessage "texture: " & member.Material.CurrentImageClip.source.filename.value
'logmessage "material: " & member.Material.name
'logmessage "shader: " & member.Material.shaders(0).name
logmessage "X: " & member.Material.CurrentImageClip.source.Parameters("XRes").Value
logmessage "Y: " & member.Material.CurrentImageClip.source.Parameters("YRes").Value
end if
logmessage "----------------------------------------------------------"
next
logmessage "counted body parts: " & bodyparts.count
end if
