OBD:TXMP
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Offset | Type | Raw Hex | Value | Description |
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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 | |
0x88 | bitset | 00 | 0 | texture options 1; see the discussion page for details |
0x89 | bitset | 10 | 16 | texture options 2; see the discussion page for details |
0x8A | bitset | 00 | 0 | texture options 3; see the discussion page for details |
0x8B | bitset | 00 | 0 | unused bitset; always zero |
0x8C | int16 | 80 00 | 128 | width of the image in pixel |
0x8E | int16 | 80 00 | 128 | height of the image in pixel |
0x90 | int32 | 01 00 00 00 | 1 | store type; see the discussion page for details |
0x94 | link | 00 00 00 00 | unused | link to a TXAN file; only used if the texture is the first pic of an texture animation |
0x98 | link | 00 00 00 00 | unused | link to a TXMP file; only used in connection with shade vertex effects |
0x9C | offset | 20 00 00 00 | 00 00 00 20 | at this position starts the texture part in the raw file (PC only) |
0xA0 | offset | 00 00 00 00 | unused | at this position starts the texture part in the sep file (Mac and PC demo only) |
0xA4 | char[28] | AD DE | dead | unused |
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 |
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TXMB << Other file types >> TxtC |
TXMP : Texture Map |
Generic file |