8,452
edits
Paradox-01 (talk | contribs) m (yep no more red grids at 20 world units) |
Paradox-01 (talk | contribs) m (adding notes on setting default texture format in master xml file -- png import is still buggy (OS 94 tested on a 64-bit windows: 512x512 became 512x256)) |
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* ''level_environment''.dae | * ''level_environment''.dae | ||
* ''level_bnv''.dae | * ''level_bnv''.dae | ||
* ''level_textures.tga/jpg | * ''level_textures.tga/jpg'' (png is still a bit buggy) | ||
* Character.xml or AISA with player | * Character.xml or AISA with player | ||
* ONSK name in <Sky> (can be fake name) | * ONSK name in <Sky> (can be fake name) | ||
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| <Textures> {{Anchor|textures_tag}} | | <Textures> {{Anchor|textures_tag}} | ||
| - | | - | ||
| | | With OniSplit v0.9.94.0+ you can use attributes to set the default import formats and max dimensions. For example: | ||
: <Textures Format="BGR" AlphaFormat="RGBA" MaxSize="512"> | |||
Textures that aren't power of two (2^x) or bigger than 512 will be scaled to be that way. For example: 2003x2000 becomes 512x512. | |||
|- | |- | ||
| <Texture Name="..."> | | <Texture Name="..."> | ||
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|valign="top"| flag | |valign="top"| flag | ||
| | | | ||
:DXT1 | |||
:BGR | :BGR | ||
:RGBA | :RGBA | ||
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====[[#textures_tag|<Textures>]]==== | ====[[#textures_tag|<Textures>]]==== | ||
=====... used for exceptions===== | =====... used for exceptions===== | ||
This tag is mandatory. | This tag is mandatory. | ||
AKEV textures will be imported by the master xml file automatically, you don't need to write them into the xml master file. | |||
: With OniSplit v0.9.82-93.0, the textures' formats will be DXT1 and BGRA4444 (for transparent ones). | |||
: With OniSplit v0.9.94.0+ the textures' formats will be BGR and RGBA (for transparent ones). | |||
To change the default texture import format, use the Texture'''s''' tag. (Possible with OniSplit v0.9.94.0+) | |||
To change the format/flag/gunkflag of a specific texture, use the Texture tag. | |||
An example: | |||
<Textures Format="BGR" AlphaFormat="RGBA" MaxSize="512"> | |||
<Texture Name="GOO"> | <Texture Name="GOO"> | ||
<Flags>TwoSided</Flags> | |||
<Format> | <Format>BGRA4444</Format> | ||
<GunkFlags>NoCollision</GunkFlags> | <GunkFlags>NoCollision</GunkFlags> | ||
<Image>env/images/GOO.tga</Image> | <Image>env/images/GOO.tga</Image> | ||
</Texture> | </Texture> | ||
</Textures> | |||
* Use gunkflag "TwoSided" to make surfaces visible from both sides. | * Use gunkflag "TwoSided" to make surfaces visible from both sides. | ||
* If the texture comes with gunkflag "NoCollision" then all objects with that texture will have no collision. Characters would fall through it. | * If the texture comes with gunkflag "NoCollision" then all objects with that texture will have no collision. Characters would fall through it. | ||
Transparency and no collision makes both sense, let's say, for a water-like substance. The biolab use this for an area with green acid. | |||
{| style="float:right" | {| style="float:right" |
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