OBD:BINA/TMBD: Difference between revisions

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{{OBD BINA Header|align=center|prev=SABD|type=TMBD|next=OBJC|name=Texture Materials Binary Data|onistuff=b_tm}}
{{OBD BINA Header|align=center|prev=SABD|type=TMBD|next=OBJC|name=Texture Materials Binary Data|onistuff=b_tm}}


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[[Image:Bin_r_tm.gif]]


http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_tm.gif
 
{{table}}
{{OBDth}}
{{OBDtr| 0x00 | 4CC  |FF0000|44 42 4D 54| TMBD | texture materials binary data}}
{{OBDtr| 0x04 | int32 |FFFF00|48 99 01 00| 104776 | length to end of TMBD from here}}
{{OBDtr| 0x08 | int32 |00FF00|01 00 00 00| 1 | unknown; "do not change it. [[User:ssg|ssg]]"}}
{{OBDtr| 0x0C | int32 |00FFFF|65 06 00 00| 1637 | 1637 elements in array }}
{{OBDtrBK}}
{{OBDtr2| 0x00 | char[32] |FFC8C8|<tt>Cloth</tt>| material (04078-Cloth.[[OBD:Mtrl|Mtrl]]) }}
{{OBDtr2| 0x20 | char[32] |FFFFC8|<tt>covcrate_4</tt>| link (by internal tag) to TXMP (texture); here, COVCRATE_4.[[OBD:TXMP|TXMP]] (present in levels 1, 6, and 19) }}
|}




{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=1 BGCOLOR="#000000"
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
| WIDTH=15% | <B>Hex</B>
| WIDTH=15% | <B>Translation</B>
| WIDTH=70% | <B>Meaning</B>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FF0000" | 44&nbsp;42&nbsp;4D&nbsp;54
| TMBD
| ALIGN=LEFT | texture materials binary data
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFF00" | 48 99 01 00
| 104776
| ALIGN=LEFT | 104776 bytes is the length of the following texture materials part from this position
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00FF00" | 01 00 00 00
| 1
| ALIGN=LEFT | unknown; do not change it
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#00FFFF" | 65 06 00 00
| 1637
| ALIGN=LEFT | 1637 packages follow (one package is edged in black)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first package.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFC8C8" COLSPAN=2 | <TT>Cloth</TT>
| ALIGN=LEFT | material (04078-Cloth.[[OBD:Mtrl|Mtrl]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFFFC8" COLSPAN=2 | <TT>covcrate_4</TT>
| ALIGN=LEFT | texture (00357-COVCRATE_4.[[OBD:TXMP|TXMP]] of level 1, level 6 and level 19)
|}
;Glass
;Glass
:By assigning material '''Glass''' (or '''Clear Glass''', and maybe a few others) to a texture,
:By assigning material '''Glass''' (or '''Clear Glass''', and maybe a few others) to a texture,
::you can make every quad bearing that texture breakable, wherever it appears in the game.
::you can make every quad bearing that texture breakable, wherever it appears in the game.
:This is mostly useful to make originally unbreakable glass breakable, or vice versa.
:This is mostly useful to make originally unbreakable glass breakable, or vice versa.
;Default
:Textures not explicitly mapped here have the material '''Default'''.
You can download the complete overview of all texture materials as a text file [http://ssg.oni2.net/subfold/text/oni_bina_texture_materials.txt HERE].


{{OBD BINA Footer|align=right|prev=SABD|type=TMBD|next=OBJC|name=Texture Materials Binary Data|onistuff=b_tm|family=Level}}


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{{OBD}}
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{{OBD BINA Footer|align=right|prev=SABD|type=TMBD|next=OBJC|name=Texture Materials Binary Data|onistuff=b_tm}}

Latest revision as of 23:46, 8 December 2023

ONI BINARY DATA
AKVA << Other file types >> CBPI
SABD << Other BINA >> OBJC
TMBD : Texture Materials Binary Data
switch to XML:BINA/TMBD page
Overview @ Oni Stuff
OBD.png


Bin r tm.gif


Offset Type Raw Hex Value Description
0x00 4CC 44 42 4D 54 TMBD texture materials binary data
0x04 int32 48 99 01 00 104776 length to end of TMBD from here
0x08 int32 01 00 00 00 1 unknown; "do not change it. ssg"
0x0C int32 65 06 00 00 1637 1637 elements in array
First element (black outline)
0x00 char[32] Cloth material (04078-Cloth.Mtrl)
0x20 char[32] covcrate_4 link (by internal tag) to TXMP (texture); here, COVCRATE_4.TXMP (present in levels 1, 6, and 19)


Glass
By assigning material Glass (or Clear Glass, and maybe a few others) to a texture,
you can make every quad bearing that texture breakable, wherever it appears in the game.
This is mostly useful to make originally unbreakable glass breakable, or vice versa.
Default
Textures not explicitly mapped here have the material Default.

You can download the complete overview of all texture materials as a text file HERE.

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
SABD << Other BINA >> OBJC
TMBD : Texture Materials Binary Data
Level file