XML:TXMB
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TXMB: texture map big
TXMBs are splash screens which we see at level start, and at end (one for losing the level and one for winning).
- They are called by BSL command "splash_screen image_name". So, actually, they can be called whenever we like to.
- The game will be paused then.
(Here's an example how a TXMB could look like -- TXMBImago_SP1.xml)
_0 - 256x256 _1 - 256x256 _2 - 128x256 _3 - 256x224 _4 - 256x224 _5 - 128x224 +-----+-----+---+ | _0 | _1 |_2 | | | | | | | | | +---------------+ | _3 | _4 |_5 | | | | | +---------------+ |
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.30.0"> <Instance id="0" type="TXMB"> <Width>640</Width> <Height>480</Height> <Textures> <Link>TXMPImago_SP1_0</Link> <Link>TXMPImago_SP1_1</Link> <Link>TXMPImago_SP1_2</Link> <Link>TXMPImago_SP1_3</Link> <Link>TXMPImago_SP1_4</Link> <Link>TXMPImago_SP1_5</Link> </Textures> </Instance> </Oni>
(Here's an example how a TXMP could look like -- TXMPImago_SP1_0.xml)
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.30.0"> <Texture> <Flags>DisableUWrap DisableVWrap</Flags> <Format>RGB888</Format> <Image>TXMPImago_SP1_0.tga</Image> </Texture> </Oni>
The actual work is to split the image into six smaller.
- Here's a method for Photoshop -- .tif should also work with any other layer supporting grafic programm.
- The six-part colored layer should be a help when the program cannot load a selection.
- Let's drag'n'drop our image into this TXMB barebone (.psd / .tif) and bring it into center position.
- Now we can right-click, load a selection, crop and save it as "..._N" (whereas N is a number from 0 to 5).
- Let's redo crop, load another selection, save this piece, and so on.
- Now we can right-click, load a selection, crop and save it as "..._N" (whereas N is a number from 0 to 5).
- Let's drag'n'drop our image into this TXMB barebone (.psd / .tif) and bring it into center position.
- The six-part colored layer should be a help when the program cannot load a selection.