OBD:TXMP: Difference between revisions

326 bytes added ,  7 February 2008
that's pretty much all about TXMP
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(that's pretty much all about TXMP)
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{{OBDtr| 0x00 | res_id  |FF0000| 01 1F 00 00 | 31        | 00031-rl_1.TXMP }}
{{OBDtr| 0x00 | res_id  |FF0000| 01 1F 00 00 | 31        | 00031-rl_1.TXMP }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr| 0x04 | lev_id  |FFFF00| 01 00 00 06 | 3        | level 3 }}
{{OBDtr2|0x08 | char[128]|FFC8C8| rl_1                    | name of the texture }}
{{OBDtr2|0x08 | char[128]|FFC8C8| rl_1                    | name of the texture; appears to be unused }}
{{OBDtr| 0x88 | bitset  |FFFFC8| 00 10 00 00 | 0        | no options; possible option flags
{{OBDtr| 0x88 | int32    |FFFFC8| 00 10 00 00 | 0x1000    | options; possible option flags (from left to right):
:0x'''01''' 00 00 00 - has mipmaps
:0x'''01''' 00 00 00 - has mipmaps
:0x'''04''' 00 00 00 - U wrapping disabled
:0x'''04''' 00 00 00 - U wrapping disabled
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:0x'''80''' 00 00 00 - animation: play random
:0x'''80''' 00 00 00 - animation: play random
:0x00 '''01''' 00 00 - animation: add local (particle) time
:0x00 '''01''' 00 00 - animation: add local (particle) time
:0x00 '''02''' 00 00 - env map texture
:0x00 '''02''' 00 00 - has environment map texture
:0x00 '''04''' 00 00 - additive alpha blending
:0x00 '''04''' 00 00 - additive alpha blending
:0x00 '''10''' 00 00 - texture data endianess
:0x00 '''10''' 00 00 - texture data endianess
:0x00 '''40''' 00 00 - animation: ignore global time
:0x00 '''40''' 00 00 - animation: ignore global time
:0x00 '''80''' 00 00 - 16 bit blue?
:0x00 '''80''' 00 00 - effect: shield (blue)
:0x00 00 '''01''' 00 - 16 bit alpha?
:0x00 00 '''01''' 00 - effect: invisibility
:0x00 00 '''02''' 00 - 16 bit red?
:0x00 00 '''02''' 00 - effect: daodan shield (red) }}
 
{{OBDtr| 0x8C | int16    |C8FFC8| 80 00      | 128      | width of the image in pixels }}
see the [[OBD_Talk:TXMP|discussion page]] also }}
{{OBDtr| 0x8E | int16    |C8FFC8| 80 00      | 128      | height of the image in pixels }}
{{OBDtr| 0x8C | int16    |C8FFC8| 80 00      | 128      | width of the image in pixel }}
{{OBDtr| 0x8E | int16    |C8FFC8| 80 00      | 128      | height of the image in pixel }}
{{OBDtr| 0x90 | int32    |C8FFFF| 01 00 00 00 | 1        | texture format RGB555; used texture formats:
{{OBDtr| 0x90 | int32    |C8FFFF| 01 00 00 00 | 1        | texture format RGB555; used texture formats:
:0 - ARGB4444, 16 bits/pixel, 4 bits per channel, alpha channel present (GL_RGBA4 OpenGL texture format)
:0 - ARGB4444, 16 bits/pixel, 4 bits per channel, alpha channel present (GL_RGBA4 OpenGL texture format)
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:8 - RGB888, 32 bits/pixel, 8 bits per color channel, no alpha channel (GL_RGB OpenGL texture format)
:8 - RGB888, 32 bits/pixel, 8 bits per color channel, no alpha channel (GL_RGB OpenGL texture format)
:9 - S3TC/DXT1, compressed 4 times (GL_COMPRESSED_RGB_S3TC_DXT1_EXT OpenGL texture format) }}
:9 - S3TC/DXT1, compressed 4 times (GL_COMPRESSED_RGB_S3TC_DXT1_EXT OpenGL texture format) }}
{{OBDtr| 0x94 | link    |FFC8FF| 00 00 00 00 | unused    | link to a [[OBD:TXAN|TXAN]] file; only used if the texture is the first pic of an texture animation }}
{{OBDtr| 0x94 | link    |FFC8FF| 00 00 00 00 | unused    | link to a [[OBD:TXAN|TXAN]] file; used if this texture is animated }}
{{OBDtr| 0x98 | link    |FFC800| 00 00 00 00 | unused    | link to a TXMP file; only used in connection with shade vertex effects }}
{{OBDtr| 0x98 | link    |FFC800| 00 00 00 00 | unused    | link to a TXMP file that contain the environment map  }}
{{OBDtr| 0x9C | offset  |C800C8| 20 00 00 00 |00 00 00 20| at this position starts the texture part in the raw file (PC only) }}
{{OBDtr| 0x9C | offset  |C800C8| 20 00 00 00 |00 00 00 20| at this position starts the texture part in the raw file (PC only) }}
{{OBDtr| 0xA0 | offset  |C87C64| 00 00 00 00 | unused    | at this position starts the texture part in the sep file (Mac and PC demo only) }}
{{OBDtr| 0xA0 | offset  |C87C64| 00 00 00 00 | unused    | at this position starts the texture part in the sep file (Mac and PC demo only) }}
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Below you can see the pictures for this example. The first picture shows how it's stored in Oni, the second how you see it in the game.
;Effect options
:"Shield", "Invisibility" and "Daodan shield" options do not affect the texture reading/drawing in any way. The texture data is still RGB555 or whatever format the texture format field says it is. The effect of these flags is that the engine uses vertex shading with a colour that varies with time.


;Pixel storage order
:Below you can see the pictures for this example. The first picture shows how it's stored in Oni, the second how you see it in the game.


{|border=0
{|border=0
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