OBD talk:TXMP: Difference between revisions

m
contrary to Windows' claims, these are not "RAW" and "SEP" files
m (removing soon-to-be-redlink)
m (contrary to Windows' claims, these are not "RAW" and "SEP" files)
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:For one thing, incomplete/inaccurate knowledge may be a reason why repacking (with OUP) fails.
:For one thing, incomplete/inaccurate knowledge may be a reason why repacking (with OUP) fails.
:Also, import and export lack a few features (alpha, env maps) and may get colors slightly wrong.
:Also, import and export lack a few features (alpha, env maps) and may get colors slightly wrong.
:Basically, the incomplete/inaccurate information is related to the three bytes below, and to the associated RAW/SEP formats.
:Basically, the incomplete/inaccurate information is related to the three bytes below, and to the associated raw/separate file formats.
:One not-too-comfortable aspect is that apparently contradictory settings for the 3 bytes are ''somehow'' interpreted by Oni.
:One not-too-comfortable aspect is that apparently contradictory settings for the 3 bytes are ''somehow'' interpreted by Oni.
::[[User:Geyser|geyser]] 21:09, 3 February 2007 (CET)
::[[User:Geyser|geyser]] 21:09, 3 February 2007 (CET)
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Bitset (rather large: 18 bits at least) bytes are listed in Little Endian
Bitset (rather large: 18 bits at least) bytes are listed in Little Endian
====0x 01 00 00 00====
====0x 01 00 00 00====
:MIP mapping enabled (generations stored in RAW/SEP, used at runtime)
:MIP mapping enabled (generations stored in raw/separate file, used at runtime)
:Q: Anything special about MIP mapping of DXT1-compressed pixels?
:Q: Anything special about MIP mapping of DXT1-compressed pixels?
:A: Not really, only the fact that a DXT1-compressed texture must be at least 4x4 pixels in size unlike an uncompressed image that goes down to 1x1 for mipmaps. [[User:Neo|Neo]]
:A: Not really, only the fact that a DXT1-compressed texture must be at least 4x4 pixels in size unlike an uncompressed image that goes down to 1x1 for mipmaps. [[User:Neo|Neo]]
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:Those 3 work the same for GL_RGB5 (pelvis), GL_RGBA4 (chest, head) and GL_RGB5_A1 (shoulders).
:Those 3 work the same for GL_RGB5 (pelvis), GL_RGBA4 (chest, head) and GL_RGB5_A1 (shoulders).
::The alpha/envmap channel (if any) seems irrelevant (note that SHIELD, INVIS and DAODAN_SHIELD have no alpha)
::The alpha/envmap channel (if any) seems irrelevant (note that SHIELD, INVIS and DAODAN_SHIELD have no alpha)
:::I assume those bits don't affect the way the RGBA data is read from the RAW/SEP.
:::I assume those bits don't affect the way the RGBA data is read from the raw/separate file.
:All 3 "effects" seem to be ignored for environment/skybox/object texturing: tried with several available store types.
:All 3 "effects" seem to be ignored for environment/skybox/object texturing: tried with several available store types.
::They correspond to hard-coded eye candy, specially designed for shields, phase cloaks and boss shields.
::They correspond to hard-coded eye candy, specially designed for shields, phase cloaks and boss shields.