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P.S. Check my wiki page for some key features of my version of BFW.<br> | P.S. Check my wiki page for some key features of my version of BFW.<br> | ||
P.P.S. About your <code>-create:level</code> result I can say only one thing: <mark>It's S3!</mark> ^_^. Try to specify another pixel format via TXMP-XML. --[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 20:32, 31 October 2021 (CET) | P.P.S. About your <code>-create:level</code> result I can say only one thing: <mark>It's S3!</mark> ^_^. Try to specify another pixel format via TXMP-XML. --[[User:Mai X|Mai X]] ([[User talk:Mai X|talk]]) 20:32, 31 October 2021 (CET) | ||
Let me explain the situation in more detail so we all are "on the same page". | |||
This is a trimmed example on an level import with <code>onisplit -create:level outputPath inputPath/lab.xml</code> | |||
* http://mods.oni2.net/node/299 | |||
: lab.xml | |||
<?xml version="1.0" encoding="utf-8" ?> | |||
<Oni> | |||
<Level SharedPath="../shared"> | |||
<Environment> | |||
<Model> | |||
<Import Path="env/lab_env.dae"/> | |||
<Import Path="env/lab_motorcycle.dae"> | |||
<Node Id="motorcycle"> | |||
<ScriptId>9</ScriptId> | |||
<GunkFlags>NoCollision</GunkFlags> | |||
</Node> | |||
</Import> | |||
<Import Path="env/lab_elevator.dae"> | |||
<Node Id="AnimElevator"> | |||
<ScriptId>540</ScriptId> | |||
</Node> | |||
</Import> | |||
<Import Path="env/lab_bomber_window.dae"/> | |||
</Model> | |||
<Rooms> | |||
<Import Path="env/lab_bnv.dae"/> | |||
</Rooms> | |||
<Textures> | |||
<Texture Name="TCDOORGLASS"> | |||
<Format>bgra4444</Format> | |||
</Texture> | |||
<Texture Name="GOO"> | |||
<Format>bgra4444</Format> | |||
<GunkFlags>NoCollision</GunkFlags> | |||
<Image>env/images/GOO.tga</Image> | |||
</Texture> | |||
</Textures> | |||
</Environment> | |||
''[...]'' | |||
As you can see it is possible to declare individual texture properties in <Textures>. | |||
But the usual case is to not use it for reasons of comfort. When you have a level with 2000 JPG / RGB standard textures you don't want to declare that many "exceptions" or even write individual TXMP*.xml files. Usually you simply build your level in XSI or blender and OniSplit will convert the referenced JPGs in the DAE file (here "lab_env.dae") to standard TXMPs. This works perfectly fine as long as you have power-of-two textures. | |||
So all I'm trying to say is that -create:level will produce correct TXMP if power-of-two is used. But '''-create:level''' will produce '''corrupt''' TXMP '''if non-p.o.t''' is used. | |||
You should check the source code of OniSplit that handles the automatic scaling of non-p.o.t textures when -create:level is used. | |||
'''-create:level is such a great feature for the modding community''' and should be made bug-free. Also: only tga, jpg, png can be used for the AKEV core and -create:level combination. | |||
I hope we are on the same page now :) | |||
:--[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 22:32, 31 October 2021 (CET) |
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