OBD:TXMP

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Revision as of 12:08, 7 February 2008 by Neo (talk | contribs) (that's pretty much all about TXMP)
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ONI BINARY DATA
TXMB << Other file types >> TxtC
TXMP : Texture Map
switch to XML:TXMP page
Overview @ Oni Stuff
OBD.png


Txmp all.gif


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; appears to be unused
0x88 int32 00 10 00 00 0x1000 options; possible option flags (from left to right):
0x01 00 00 00 - has mipmaps
0x04 00 00 00 - U wrapping disabled
0x08 00 00 00 - V wrapping disabled
0x10 00 00 00 - unknown; appears to have no effect
0x40 00 00 00 - animation: play back to back (frames 0 to n then n-1 to 0)
0x80 00 00 00 - animation: play random
0x00 01 00 00 - animation: add local (particle) time
0x00 02 00 00 - has environment map texture
0x00 04 00 00 - additive alpha blending
0x00 10 00 00 - texture data endianess
0x00 40 00 00 - animation: ignore global time
0x00 80 00 00 - effect: shield (blue)
0x00 00 01 00 - effect: invisibility
0x00 00 02 00 - effect: daodan shield (red)
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:
0 - ARGB4444, 16 bits/pixel, 4 bits per channel, alpha channel present (GL_RGBA4 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)
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)
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 (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


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.
Pixel arrangement
how it's stored   how you'll see it
txmp_ex1.gif   txmp_ex2.gif


ONI BINARY DATA
TXMB << Other file types >> TxtC
TXMP : Texture Map
Generic file