OBD:TXMP: Difference between revisions
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m (sep -> separate file) |
(seems like we should note that ARGB8888 was inserted as a new format) |
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:1 - RGB555, 16 bits/pixel, 5 bits per channel, no alpha channel (GL_RGB5 OpenGL texture format) | :1 - RGB555, 16 bits/pixel, 5 bits per channel, no alpha channel (GL_RGB5 OpenGL texture format) | ||
:2 - ARGB5551, 16 bits/pixel, 5 bits per color channel, 1 bit alpha channel (GL_RGB5_A1 OpenGL texture format) | :2 - ARGB5551, 16 bits/pixel, 5 bits per color channel, 1 bit alpha channel (GL_RGB5_A1 OpenGL texture format) | ||
:(7 - ARGB8888, 32 bits/pixel with alpha channel; this is an additional format inserted into Oni by the Daodan DLL in Windows and by the Feral Intel build on Macs, for use with mods) | |||
: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) }} |
Revision as of 14:34, 25 March 2016
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | res_id | 01 1F 00 00 | 31 | 00031-rl_1.TXMP |
0x04 | lev_id | 01 00 00 06 | 3 | level 3 |
0x08 | char[128] | rl_1 | name of the texture; unused | |
0x88 | int32 | 00 10 00 00 | 0x1000 | options; possible option flags (from left to right):
|
0x8C | int16 | 80 00 | 128 | width of the image in pixels |
0x8E | int16 | 80 00 | 128 | height of the image in pixels |
0x90 | int32 | 01 00 00 00 | 1 | texture format RGB555; used texture formats:
|
0x94 | link | 00 00 00 00 | unused | link to a TXAN file; used if this texture is animated |
0x98 | link | 00 00 00 00 | unused | link to a TXMP file that contain the environment map |
0x9C | offset | 20 00 00 00 | 00 00 00 20 | at this position starts the texture part in the raw file (Windows only) |
0xA0 | offset | 00 00 00 00 | unused | at this position starts the texture part in the separate file (Mac retail/demo and Windows demo only) |
0xA4 | char[28] | AD DE | dead | unused |
- 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.
- Animation time
When using animated textures the image to display is selected using the game time and animation speed. For textures that are used by particles the local (particle) time can be used either to replace or offset the game 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.
how it's stored | how you'll see it | |
---|---|---|
ONI BINARY DATA |
---|
TXMB << Other file types >> TxtC |
TXMP : Texture Map |
Generic file |