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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
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0x04 |
lev_id |
01 00 00 06 |
3 |
level 3
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0x08 |
char[128] |
rl_1 |
name of the texture
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0x88 |
bitset |
00 |
0 |
texture options 1; see the discussion page for details
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0x89 |
bitset |
10 |
16 |
texture options 2; see the discussion page for details
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0x8A |
bitset |
00 |
0 |
texture options 3; see the discussion page for details
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0x8B |
bitset |
00 |
0 |
unused bitset; always zero
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0x8C |
int16 |
80 00 |
128 |
width of the image in pixel
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0x8E |
int16 |
80 00 |
128 |
height of the image in pixel
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0x90 |
int32 |
01 00 00 00 |
1 |
store type; see the discussion page for details
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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
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0x98 |
link |
00 00 00 00 |
unused |
link to a TXMP file; only used in connection with shade vertex effects
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0x9C |
offset |
20 00 00 00 |
00 00 00 20 |
at this position starts the texture part in the raw file (PC only)
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0xA0 |
offset |
00 00 00 00 |
unused |
at this position starts the texture part in the sep file (Mac and PC demo only)
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0xA4 |
char[28] |
AD DE |
dead |
unused
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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
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how you'll see it
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