OBD:TXMP: Difference between revisions
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<== TXMP : Texture Map ==>
General file
<== TXMP : Texture Map ==>
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| BGCOLOR="#FFC8C8" | 00 00 | | BGCOLOR="#FFC8C8" | 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | unknown | | ALIGN=LEFT | unknown (blank filler?) | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD" | ||
| BGCOLOR="#FFFFC8" | 80 00 | | BGCOLOR="#FFFFC8" | 80 00 |
Revision as of 16:03, 24 March 2006
Main Page >> Oni Binary Data >> File types >> TXMP
General file
Raw hex | Translation | Meaning |
01 1F 00 00 | 31 | 00031-rl_1.TXMP |
01 00 00 06 | 3 | level 3 |
rl_1 | name of the texture | |
00 | 0 | MIP-mapping option; the following options are possible: 00 - off |
10 | 16 | color depth (= 16 bits) |
00 00 | 0 | unknown (blank filler?) |
80 00 | 128 | width (= 128 pixels) |
80 00 | 128 | height (= 128 pixels) |
01 00 00 00 | 1 | store type = 1 (uncompressed, without alpha blending) |
00 00 00 00 | not used | link to a TXAN file; only used if the texture is the first pic of a texture animation |
00 00 00 00 | not used | link to a TXMP file; only used in connection with vertex shading effects |
20 00 00 00 | 32 | address at which the texture is stored in the raw file (on PC; null on Mac and PC demo) |
00 00 00 00 | 0 | address at which the texture is stored in the sep file (on Mac and PC demo; null on PC) |
AD DE | dead | not used |
- MIP mapping (MIP stands for "multum in parvo")
- A texture mapping technique that uses multiple texture maps, or MIP maps. Each MIP map is half the size of the first one, providing several texture maps for various levels of depth.
- Alpha blending
- In computer graphics, the combining of the alpha channel with other layers in an image in order to show translucency.
- The alpha channel is an additional eight bits used with each pixel in a 32-bit graphics system that can represent 256 levels of translucency.
- (here, the base color depth is 16 bits; and there are only 4 bits for the alpha channel, so only 16 levels of transparency. geyser)
You can edit the raw/sep file manually (although we recommend Oni Un/Packer) : there's a tutorial here
Option | Value | Meaning |
MIP-mapping types | 00 | off |
01 | on | |
11 | unknown | |
1C | unknown (used for skyboxes, works with 00 too) | |
Color depths | 10 | 16 bit |
12 | 16 bit + shade vertex | |
14 | 16 bit + 4 bits for the alpha channel | |
20 | 32 bit | |
Store types | 00 | uncompressed, with alpha blending |
01 | uncompressed, without alpha blending | |
02 | unknown | |
03 | unknown | |
08 | 32 bit uncompressed (used for skyboxes) | |
09 | compressed | |
0A | unknown | |
0B | unknown |
Below you can see the pictures for this example. The first picture shows how its stored in Oni, the second how you'll see it in the game.
how it's stored | how you'll see it |
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Main Page >> Oni Binary Data >> File types >> TXMP