OBD:TXMP

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Revision as of 16:04, 24 March 2006 by Geyser (talk | contribs)
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Main Page >> Oni Binary Data >> File types >> TXMP


<== TXMP : Texture Map ==>
General file


txmp_all.gif


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
01 - on

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)


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.


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

You can edit the raw/sep file manually (although we recommend Oni Un/Packer) : there's a tutorial here



<== TXMP : Texture Map ==>


Main Page >> Oni Binary Data >> File types >> TXMP