XML talk:TXMP: Difference between revisions

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m (→‎Power of 2: signing dox's comment (pleeease don't forget to hit the signature button))
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:: I checked back on 0.9.95.0. "Non-standard" (like 512x499) tex get imported and loaded but ingame some pixels have wrong colors: they are green. (Imported with -create:level) Tomorrow I will download and try with vanilla 0.9.99.0 currently on mod depot.
:: I checked back on 0.9.95.0. "Non-standard" (like 512x499) tex get imported and loaded but ingame some pixels have wrong colors: they are green. (Imported with -create:level) Tomorrow I will download and try with vanilla 0.9.99.0 currently on mod depot.
:: Can you share your files you are using? --[[User:Paradox-01|Paradox-01]] ([[User talk:Paradox-01|talk]]) 01:44, 31 October 2021
:: Can you share your files you are using? --[[User:Paradox-01|Paradox-01]] ([[User talk:Paradox-01|talk]]) 01:44, 31 October 2021
:::Same problem with 0.9.99.0. Actually two things happen.
:::# OniSplit converts 512x499 to 512x499 to 512x256
:::# They colors get distorted. While the change in dimension seems intended, the later seem to be a bug.
[[image:AKEV_core_texture_512x499_imported_via_create_level_command_onisplit_0_99_9_2.jpg|thumb|Color-wise this was supposed to look like this... [[File:GUIDO_rendezvous.jpg|thumb]]]]

Revision as of 12:48, 31 October 2021

Unknown0010 flag

I Think that it was used by original Importer. Quote from SRC: "M3cTextureFlags_PixelType = (1 << 4), // only used when importing"
--Mai X (talk) 22:08, 17 September 2021 (CEST)

Power of 2

If I remember correctly power of 2 tex are required for onisplit Importing Levels. In some scenarios. Shrugs. --Paradox-01 (talk) 00:41, 13 October 2021

Neo thought that it was a bad idea to use non-power-of-two textures. See User_talk:Neo/Archive5. So he might have required them in OniSplit for importing levels (haven't tested this). Considering his expertise in the Motoko code, if he says that some hardware and software had trouble with non-p.o.t. textures then I'll have to believe him. I've added a cautionary note to the page about this. --Iritscen (talk) 14:38, 23 October 2021 (CEST)

OniSplit does NOT require exactly power-of-two textures for importing via XML or -create:txmp. I've tested it during testing 8192x8192 lightmaps. The table of power-of-two textures in OniSplit is only up to 1024. So, my 8192x8192 textures are not power-of-two (according to OniSplit's warnings), but they are working just fine. Note: I'm using "vanilla" OniSplit version 0.9.99.0. This note is important, because I have modified version of OniSplit from GeySer. All proofs will be soon in my Engine-Demo video (featuring "smart" animated textures, hi-poly physics, lightmaps, holographic characters, etc.). Check my wiki page. --Mai X (talk) 20:36, 30 October 2021 (CEST)

I see, thanks for the info. I've adjusted the wording of the note on XML:TXMP. --Iritscen (talk) 21:38, 30 October 2021 (CEST)
Mai X, you mean you have a vanilla Onisplit and an modified oni.exe from geyser?
I checked back on 0.9.95.0. "Non-standard" (like 512x499) tex get imported and loaded but ingame some pixels have wrong colors: they are green. (Imported with -create:level) Tomorrow I will download and try with vanilla 0.9.99.0 currently on mod depot.
Can you share your files you are using? --Paradox-01 (talk) 01:44, 31 October 2021
Same problem with 0.9.99.0. Actually two things happen.
  1. OniSplit converts 512x499 to 512x499 to 512x256
  2. They colors get distorted. While the change in dimension seems intended, the later seem to be a bug.
Color-wise this was supposed to look like this...